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1st june 2009 test bugs/feedbacks & thanks
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Champion

Joined: Apr 2, 2008
Messages: 399
Location: France
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1) No xp past lvl55 hurt a lot. Bye bye Brotherhood, can't help guildies .

Imo lvl55 should earn xp but xp bar should stay at 0%. Lvl55 "could" earn xp from lvl54+ mobs coz atm lvl53 mobs are "grey".

Trust me, W/o BH, we will loose lot of "casuals" friends    Fixed, thanks

 

2) Karax giant head quest item is lvl58 now and require lvl55.

For DK the bracers isnt bad but nobody will want it coz Pota UR stuff is better. Add a proc on it (the lvl50- one wasnt bad)

Here a screenshot for curious DK :

 

3) I still loose my KDQ passive buff when i die and release. (except when the altar is in another chunk EDIT : Now i loose the buff to.)

Loosing some items buff to : Its only the icon. 100%

Ednies Dread Hoop / Growling Mask of the Initiate / Electrified Earring of Speed / Fengrot Special Pouch / APW buff / Brew Vial(bod weapon enchant)

I think its only the icons that disapear, looks like buff stay. To fix that, look at Griffon quest necklace coz i always have the griffon neck buff icon

 

4) Darkened Jharuu Crystal graphic is buged. Before last patch i had a pink crystal on staff, now nothing I want my pink bubble! FIXED Thank.

 

5) DK lvl55(Soul consumption) abilitie icon is buged on Dk selfbuff window, it has the old Devour mind icon <= Silius Brain ... should have the new icon <= Silius Body, Look at these muscles .  Fixed, thanks.

Could also change it to 70 str/dex/int/wis/con/vit =) coz 66str/dex & 59wis/int require too many words.This is the last Dk abilitie should be somethig rly good u know.

 

6) Dk both spell critic chain abilities tooltip are wrong. Hex of III Omen & Hex of Impending Doom are supposed to be spiritual dmg (the proc to) but atm they are physical dmg. FIXED, thanks

Could also change Torture & Cull & Backlash. They are physical dmg, change them to spiritual or add "physical" tag on them. id like to see them spiritual dmg coz DC increase only spiritual dmg.

 

7) Dk have Harrow VII abilitie on test but not on live. Intended?

Could add debuff component on it, lower mob dmg by 10% during 12sec. So Dk will need to make a choice, turn the mob to reduce his dmg or dont use coz most of mobs have huge frontal stun/dmg =)

 

8-) DK pet Cringing Fury tooltip is wrong. It also increase DK Str/Dex/Con by 5.

This ability has 3min reuse and last 1min. So Dk need to kill the pet every 1min to recast it and keep the buff up all the time. Just change the ability to have a 1min10 reuse So, Dk could keep the pet alive. I dont wanna sacrifice my pet every 1min plz.

 

9) DK lifedrain ability tooltip says "drain a large amount of health" Its only 800hp at lvl55 from lvl48 mob. This isnt large but moderate. Change tooltip or increase the lifedrain.

 

10) Dk pet abilities require too many DC level, 1 need DC2, another need DC3, another DC4, another DC5, this is too complicated, i alrdy have a headache with mobs lowering DC. All should be free to use except the Death charge. With mobs lowering our DC, this is even worse. All abilities alrdy have reuse timer so why adding DC requirement. W/o all DC requirement the pet isnt bad

 

Best part :

Silius, u dont wanna remove "regain confidence"(Mobs, lower DC abilitie) Fine! but Dk need to be in balance with other tanks.

Im ok to help you coz i like u. (Man, ppl could hate me for these words but i dont care, im brave)

Here DK abilities which increase with DC :

- Symbol of Wrath II = Increase your damage by 15 per level of DC; With mobs lowering DC, Dk are usually  stuck at DC3 or DC4. To be in balance, Symbol of Wrath should increase DK damage by 25 per lvl of DC. Thanks, its +90 Dmg on live right now.

- Shield of Fear II = Increase your chance to block by 3% per your current level of DC; change it to 4% per DC lvl to be in balance.  Warrior whine coz they say 24% is a lot but i dunno coz Dk cant keep the 24%, if a mob lower DC badly the +4% per DC lvl is fair.  And right now, i see my DC lowering a lot (5+ during a 3/4mins kill) But DK (i) can survive with 3% per DC level?

- Dark Bastion III = Increase ac by 150 per level of DC; Warrior have a 8% mit all the time. To be in balance, Dk should have +250AC per level of DC or +1.5% mit per level of DC. +250Ac should be enough imo.

- Dreadful Countenance = All components are ok except 1, the DK +15% dmg. With mobs lowering DC, this one is hard to keep now. U should change it to :

DC1 = +3% dmg / DC2 = +5% dmg / DC3 = +10% dmg / DC4 = +15% dmg/ DC5 = +25% dmg

Others tanks have a lot dmg+ abilities.

Add the new debuff compo. : Mob Evasion debuff

DC1 = -1% / DC2 = -3% / DC3 = -5 % / DC4 = -7% / DC5 = -10% evasion

Another change, a very good one, change on Shadow meld stance =)

Atm, Shadow meld give : Accuracy +10% / Block +6% / Parry +6% / All resistances +100 / 55% chance to add DC uppon attacking

Funny one will be (Keep old components and add) :

+10% spell critic chance / +20% spell dmg / Immune to mana drain/silent(Coz DK become one with the shadows, check the tooltip, im not a lier) / and best component, a proc : 10% fear chance on hit (last just few sec, 2 or 3sec).

EDIT : Or u can change DK abilities like that ( i dont rly like this option, coz DK will looks like a paly/warrior ) :

- Symbol of Wrath II = Always increase damage by 90.

- Shield of Fear II = Always increase block by 18%.

- Dark Bastion III = Always increase AC by 900.

- Dreadful Countenance = Always +15% dmg for DK.

 

Well, thank you coz u fixed Armor of Darkness, Its increase my mitigation by 15% now. Was buged at 14.25 before.

You will have more thanks if u fix Dk

 

 


Message edited by Guenievre on 06/11/2009 09:39:03.



Developer

Joined: Jul 21, 2007
Messages: 1771
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Guenievre wrote:

1) No xp past lvl55 hurt a lot. Bye bye Brotherhood, can't help guildies .

Imo lvl55 should earn xp but xp bar should stay at 0%. Lvl55 "could" earn xp from lvl54+ mobs coz atm lvl53 mobs are "grey".

Trust me, W/o BH, we will loose lot of "casuals" friends

 

The intent was not to fill the XP bar but still be able to do brotherhoods so will have to look into it.



Server: Xeth
Guild: One Shot
Rank: alts

Guardian

Joined: Feb 15, 2007
Messages: 6136
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Silius wrote:

Guenievre wrote:

1) No xp past lvl55 hurt a lot. Bye bye Brotherhood, can't help guildies .

Imo lvl55 should earn xp but xp bar should stay at 0%. Lvl55 "could" earn xp from lvl54+ mobs coz atm lvl53 mobs are "grey".

Trust me, W/o BH, we will loose lot of "casuals" friends

 

The intent was not to fill the XP bar but still be able to do brotherhoods so will have to look into it.

I agree.  At level 55, I'm going to have to run a brotherhood to get some guildies caught up.  Many of our guild aren't willing to do the grind, many aren't logging in.  At least by giving them a path through brotherhood, we can help them along and maybe prevent the loss of some subs.



Champion

Joined: Apr 2, 2008
Messages: 399
Location: France
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Silius wrote:

Guenievre wrote:

1) No xp past lvl55 hurt a lot. Bye bye Brotherhood, can't help guildies .

Imo lvl55 should earn xp but xp bar should stay at 0%. Lvl55 "could" earn xp from lvl54+ mobs coz atm lvl53 mobs are "grey".

Trust me, W/o BH, we will loose lot of "casuals" friends

 

The intent was not to fill the XP bar but still be able to do brotherhoods so will have to look into it.

Maybe it works then. Cant test atm coz ive -6M exp at lvl55 and there is no lvl54+ mobs to solo. This is an issue to.



Server: Xeth
Guild: One Shot
Rank: alts

Guardian

Joined: Feb 15, 2007
Messages: 6136
Online

Maybe it works then. Cant test atm coz ive -6M exp at lvl55 and there is no lvl54+ mobs to solo. This is an issue to.

Even with the new solo mobs?  They didn't add any that are lvl 53+?

Silius, could you per chance ensure there's higher level mobs in the new content?  I know currently, I'm sitting at level 53 and have to solo in RI because there's too danged many lvl 50 elementals near BoD SMILEY  Would really like to continue progressing, even if slowly, and don't think RI should be my only option.  Thanks! SMILEY



Developer

Joined: Jul 21, 2007
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Golbat@Xeth wrote:

Maybe it works then. Cant test atm coz ive -6M exp at lvl55 and there is no lvl54+ mobs to solo. This is an issue to.

Even with the new solo mobs?  They didn't add any that are lvl 53+?

Silius, could you per chance ensure there's higher level mobs in the new content?  I know currently, I'm sitting at level 53 and have to solo in RI because there's too danged many lvl 50 elementals near BoD   Would really like to continue progressing, even if slowly, and don't think RI should be my only option.  Thanks!

They are level 52 to 54.




Guardian

Joined: Nov 27, 2007
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All of the ones I saw were 53.  But I wasn't really looking for levels so some of them may have been 54.

Shimmering Shallows:  They hit my level 51 paladin for a bit.  Fires and Ices should be soloable by most classes pretty easily.  Electics still hit pretty decently and Tiny Shock seems to be pretty high for a dot.  I ran into an Earth that wanted to chain stun me and almost killed me.  I got the final hit when we both were at 8%.  Second earth elemental died fairly easily.

The Sea of Kojan spot:  Could you put this stuff on Ceros Isle?  The Sea of Kojan island has really rough terrain and there's not a lot of room to move around in.  Very easy to have additionals.  Ceros Isle (which isn't used for anything IIRC) would give a large solo playground for people to play in, including 4 different zones incase there's a huge amount of players.  Also would allow for repairs and such like wraithbasher suggested.  These mobs, unlike the Shimmering Shallows elementals, do not drop powders.  Is that intentional?  I know they're not the same floating rocks (they're gnome suits and you can even hear the little gnome inside), but they are all element based and I thought they should also drop powders.  Electrics here also get a pet.  I didn't manage to kill one with a pet.


Message edited by Psychoticjer on 06/01/2009 16:06:27.


Server: Xeth
Guild: One Shot
Rank: alts

Guardian

Joined: Feb 15, 2007
Messages: 6136
Online

Silius wrote:

Golbat@Xeth wrote:

Maybe it works then. Cant test atm coz ive -6M exp at lvl55 and there is no lvl54+ mobs to solo. This is an issue to.

Even with the new solo mobs?  They didn't add any that are lvl 53+?

Silius, could you per chance ensure there's higher level mobs in the new content?  I know currently, I'm sitting at level 53 and have to solo in RI because there's too danged many lvl 50 elementals near BoD   Would really like to continue progressing, even if slowly, and don't think RI should be my only option.  Thanks!

They are level 52 to 54.

Excellent... you da man! SMILEY



Developer

Joined: Jul 21, 2007
Messages: 1771
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Psychoticjer wrote:

The Sea of Kojan spot:  Could you put this stuff on Ceros Isle?  The Sea of Kojan island has really rough terrain and there's not a lot of room to move around in.  Very easy to have additionals.  Ceros Isle (which isn't used for anything IIRC) would give a large solo playground for people to play in, including 4 different zones incase there's a huge amount of players.  Also would allow for repairs and such like wraithbasher suggested.  These mobs, unlike the Shimmering Shallows elementals, do not drop powders.  Is that intentional?  I know they're not the same floating rocks (they're gnome suits and you can even hear the little gnome inside), but they are all element based and I thought they should also drop powders.  Electrics here also get a pet.  I didn't manage to kill one with a pet.

There is a reason Ceros island content was removed.



Server: Xeth
Guild: One Shot
Rank: alts

Guardian

Joined: Feb 15, 2007
Messages: 6136
Online

Silius wrote:

Psychoticjer wrote:

The Sea of Kojan spot:  Could you put this stuff on Ceros Isle?  The Sea of Kojan island has really rough terrain and there's not a lot of room to move around in.  Very easy to have additionals.  Ceros Isle (which isn't used for anything IIRC) would give a large solo playground for people to play in, including 4 different zones incase there's a huge amount of players.  Also would allow for repairs and such like wraithbasher suggested.  These mobs, unlike the Shimmering Shallows elementals, do not drop powders.  Is that intentional?  I know they're not the same floating rocks (they're gnome suits and you can even hear the little gnome inside), but they are all element based and I thought they should also drop powders.  Electrics here also get a pet.  I didn't manage to kill one with a pet.

There is a reason Ceros island content was removed.

Planned for SOEs first nuclear test site? SMILEY


Server: Halgar
Guild: The Midnight Runners
Rank: Guild Teamaker

Champion

Joined: Jan 9, 2008
Messages: 330
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More likely the daft placement of the island. Smack in the middle of 4 intersecting chunk lines. Still I kinda miss it sometimes.




Guardian

Joined: Nov 27, 2007
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Golbat@Xeth wrote:

Silius wrote:

Psychoticjer wrote:

The Sea of Kojan spot:  Could you put this stuff on Ceros Isle?  The Sea of Kojan island has really rough terrain and there's not a lot of room to move around in.  Very easy to have additionals.  Ceros Isle (which isn't used for anything IIRC) would give a large solo playground for people to play in, including 4 different zones incase there's a huge amount of players.  Also would allow for repairs and such like wraithbasher suggested.  These mobs, unlike the Shimmering Shallows elementals, do not drop powders.  Is that intentional?  I know they're not the same floating rocks (they're gnome suits and you can even hear the little gnome inside), but they are all element based and I thought they should also drop powders.  Electrics here also get a pet.  I didn't manage to kill one with a pet.

There is a reason Ceros island content was removed.

Planned for SOEs first nuclear test site?

So SoE = North Korea?

To Silius:  Ok, I was just trying to point out the rough terrain and there should be more islans that would better accomondate the elemental suits.  I have memories of spending time killing endless number of mobs on that isle, so it seemed to fit SMILEY




Elder

Joined: Jul 15, 2007
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Silius wrote:

Psychoticjer wrote:

The Sea of Kojan spot:  Could you put this stuff on Ceros Isle?  The Sea of Kojan island has really rough terrain and there's not a lot of room to move around in.  Very easy to have additionals.  Ceros Isle (which isn't used for anything IIRC) would give a large solo playground for people to play in, including 4 different zones incase there's a huge amount of players.  Also would allow for repairs and such like wraithbasher suggested.  These mobs, unlike the Shimmering Shallows elementals, do not drop powders.  Is that intentional?  I know they're not the same floating rocks (they're gnome suits and you can even hear the little gnome inside), but they are all element based and I thought they should also drop powders.  Electrics here also get a pet.  I didn't manage to kill one with a pet.

There is a reason Ceros island content was removed.

Now we gotta know.



Champion

Joined: Apr 2, 2008
Messages: 399
Location: France
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Silius wrote:

Guenievre wrote:

1) No xp past lvl55 hurt a lot. Bye bye Brotherhood, can't help guildies .

Imo lvl55 should earn xp but xp bar should stay at 0%. Lvl55 "could" earn xp from lvl54+ mobs coz atm lvl53 mobs are "grey".

Trust me, W/o BH, we will loose lot of "casuals" friends

 

The intent was not to fill the XP bar but still be able to do brotherhoods so will have to look into it.

Ok, thanks. Fixed now. Lvl 55 players can earn xp from lvl53+ mobs.

edited my first post.



Server: Seradon
Guild: Reverence
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Guardian

Joined: Feb 20, 2007
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Guenievre wrote:

- Shield of Fear II = Increase your chance to block by 3% per your current level of DC; change it to 4% per DC lvl to be in balance.

Note: This request would give you 24% block at DC5, compared to 14% for the warrior.  You hit DC5 a lot, just not on flakey SOD trash, so would be very OP.  If it worked per the tooltip (per level of DC), would still be 20%.

You're not 'helping him out', you're asking for the universe hoping to get a few things through.


Message edited by Fafnyr on 06/02/2009 18:37:35.

 
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