Slow should be a simple value correction.
Damage shield durations are correct.
I missed vampiric curse with making the rest of the lifetaps only resist outside of the level limit, that one's an easy fix.
Resist mods are all correct for the timeline. Since resists in general are too frequent, restoring these has brought some issues with the resist mechanics in general to the surface. Getting the system in line instead of treating the symptom with a workaround will have better results in the long run. On the plus side, mobs should also have a harder time hitting you with spells.
Disease cloud was the only spell that had the way its hate was produced altered. The intent wasn't to reduce it but to bring all of the spells with poison and disease counters in line and giving a consistent amount of hate. This is why beta testing is important. The resists and aggro have been this way on the beta server for nearly 2 months with no feedback on resists or aggro at all, aside from panicking over lifetaps, and that happened before the spell file even hit the beta server. So I'll quote my original feedback request:
Quote:
Originally Posted by Uthgaard
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Feedback desired:
How are buffs and debuffs stacking?
*Dot stacking with no debuff component still needs work
How are mob resists?
What level were the mobs?
What level were you?
What spell did you cast?
Spell hate needs a complete overhaul. Just give feedback about the differences you observed (if any) where spells had extra hate added.
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The more useful feedback we get on how things work and don't work, the quicker it can get hammered out. Stick to the facts and be thorough. The more yelling and screaming and tantrum throwing we get, the more time I'll waste taking out the trash instead of fixing the problems.