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			#61  
			
			
			
			
			
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 |   Root is simply worthless right now.  It lasts an average of 5-10 seconds.  Died in oasis after two 0 tick roots in a row (literally there were no messages between 'rooted' and 'worn off'). | ||
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			#62  
			
			
			
			
			
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 |   Quote: 
 Leach, vamp curse, bond of death... are supposed to be lifetap resist checks... meaning barring something being X levels higher than you, it doesn't ever get resisted. | |||
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			#63  
			
			
			
			
			
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 |   I'm having issues grabbing aggro with disease cloud even when there is no one else DPSing. I have mobs in UGuk aggroing on sight and with the group doing nothing it takes me two casts to get aggro. | ||
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			#64  
			
			
			
			
			
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 |   Quote: 
 Giants did tend to be on the resistive side. I should note that I think what Uthgaard has done on resists so far is important work. The resists for the HG as they are now, are closer to being in line to what they were in Live than they were before these recent changes were implemented. I just think a bit of tuning needs to be done yet. I noticed that he made some changes to the resist modifiers for quite a few spells. Some of these changes surprised me greatly but I have already wiped egg off of my face once after telling Uthgaard he was wrong - so I am inclined to believe that these new modifers are historically correct. What may still need tweaking, is the implementation within the code that uses these values. Obviously this server code base is not the code base that existed on live way back when. | |||
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						Last edited by mwatt; 03-14-2011 at 07:05 PM..
					
					
						Reason: reworded a poorly worded sentence
					
				
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			#65  
			
			
			
			
			
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 |   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: 
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						Last edited by Uthgaard; 03-14-2011 at 07:30 PM..
					
					
				
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			#66  
			
			
			
			
			
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 |  I understand it was on beta but.... Seriously, do you not think I would have tested this if I would have known what you were doing? I have no clue what you have in store for us each patch. So I do not know what to test. Please can you provide a better description of what the changes where? Say I tweaked a few spells is bad description of the root cause. | ||
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			#67  
			
			
			
			
			
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 |   Bub - It's good to see the kind of willingness to test that you evince.  But actually, pretty specifc notes about changes to resist modifers and other things were posted well in advance of their appearance.  Most of us are so busy having fun that we don't pay enough attention.  I only saw them myself after I started reading threads about bugs.  The good news is, we ARE having fun.  But it irks a developer no end to take the trouble to document something (which is sort of an unnatural act for most developers [You must be logged in to view images. Log in or Register.] ) and then have someone complain that no such thing existed when in fact it did.  Clearly, the communication is sputtering a bit between most of us.  The sooner we all get better at it, the sooner we'll have a proper playing experience. If I sound condescending, my apologies. It doesn't seem as though people always take into account that the guys that do this are doing it above and beyond their normal jobs. They have done a huge amount of work on all this stuff, especially as Kunark nears. I think they are tired and on edge and in no mood for 'tude. Can make them harsh sometimes. We don't want that and it isn't the right way to pay them back. | ||
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						Last edited by mwatt; 03-14-2011 at 09:29 PM..
					
					
				
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			#68  
			
			
			
			
			
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 |   Quote: 
 Quote: 
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						Last edited by Uthgaard; 03-14-2011 at 09:30 PM..
					
					
				
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			#69  
			
			
			
			
			
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 |   The number one spell you guys should look at is Root.  My average root time is like 6 seconds now.  I fought some spectres in oasis (yellow) and I got 2 zero-tick roots in a row.  Same for the dark blue gnolls in splitpaw entrance. (33-34 enchanter). | ||
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			#70  
			
			
			
			
			
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 |   Uth did post the changes. http://www.project1999.org/forums/sh...ad.php?t=26504 I think its pretty descriptive on what was changed, done, or anything else. All of the issues could have been found in 2 hours of beta testing. Why do you think they had people go on beta for a day? Even then half the spell bugs/issues weren't reported,because people just played and didn't care. So don't be attacking the Dev's about changes. It's there, they asked people to test it and only like 20ish or so people did test what they could. I'm just suprised no one noticed they moved Burning Woods [You must be logged in to view images. Log in or Register.] | ||
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