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#1
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In the meantime, why don't you actually say what needs to be nerfed about mage pets and Enchanter charm? Why don't you bug report it (with evidence) and actually contribute to the project, instead of whining about it? As for everyone else, if you don't like the changes, you should probably see if they're accurate first. http://waybackmachine.org/*/http://www.everlore.com is a good place to start.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#2
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meh i'll give this its own topic and not fuss up the druid thread.
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Last edited by Bubbles; 03-13-2011 at 01:52 PM..
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#3
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The inaccuracies of druid dot stacking, damage shield duration and SoW/SoC stacking had very little impact on anyone except the lowbies begging for DS in EC tunnel. Imbalances in the other classes have skewed the entire history of the server. I have no idea why I'm responding to and I won't again. You're a fucking idiot. | |||
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#4
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__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||||||
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#5
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The story goes: It was nerfed 2 weeks (or whatever) into classic. Casting Tash + Whirl kept mobs chain stunned very very easily and it was really BS. Add single resist check, LONG duration root and there was barely any risk to the enchanter since even DDs-break-root didn't exist for awhile. Basically two things happened when it got nerfed: 1. Instead of being "all or nothing" it gained a random duration like root! Now every time whirl did land it was for a random 0 to 12 seconds instead of the full 12 seconds. That straight up more than halved its effectiveness. 2. It became a mesmerize line spell in contrast to a stun line spell. This meant that if any melee hit the mob during those 0-12 seconds they broke the stun. Additionally a mobs attack would continue to refresh while stunned, allowing the mob to attack just as soon as the stun broke. This made it useless as a combat mez other than to keep the mob from beating the enchanter while they reevaluated or refreshed another spell. So... Neither of these work here and enchanters are locking down mobs like Undertow and Estrella of Gloomwater with a much lower chance of failure. Undertow normally kills a charmed seahorses guard taken from his spawn even with 60-70% haste and weapons to quad. With Whirl he rarely is able to cast Ice Commet as he literally spends most of the fight stunned while the pet DPSs. I can't personally solo Estrella and so don't try. However I doubt she is supposed to be pleasant to kill at all either. (She is a 51 druid that starts out with a 29 DS and should cast Superior Healing at least as soon as the spell changes preceding Kunark.) A certain enchanter who probably wont remain nameless for long spent months selling the shoulder items off of these mobs starting at around 35,000pp and 50,000pp respectively. This went on for several months and neither item dropped below 20,0000 pp in this time. That person alone obviously had the opportunity to make half a million platinum if not a full million or more off of this bug if not a few others, too. (Like mobs not pathing into LOS to cast and choosing to melee pitifully instead. Pathing in KK was JUST fixed patch before last.) Sufficeth to say there is reason to be angry and frustrated. | |||
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#6
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I also think Ravhin is totally right.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | |||
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#7
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... k done. Quote:
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#8
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In their defense, a lot of the devs in that thread aren't as active as they used to be (at least they don't seem to be). Additionally, (as you can see from the thread) they weren't clear on when it should be nerfed in the timeline and what the most appropriate fix would be. Nerfing druids was easy so that's probably why it was done sooner - it just meant changing some values, like "spell x has to have duration y instead of duration z". I'm glad you at least did the mature thing and bumped the thread. The only really productive thing you can do to get whirl changed, is to keep providing evidence and keep posting in that thread.
Basically, if something isn't changed for a while there's no reason it should spill into server chat or turn into some big protest. The devs don't have any sinister reason for keeping certain classes overpowered or for preferencing any class over another. There's almost always a reasonable explanation for why class X got nerfed and class Y didn't. Just try to understand this from their perspective. I basically agree with what yaaaflow says at the end of his post. I don't think they should change things based on hunches and anecdotal evidence.
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Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity> Starman Deluxe, 24 Enchanter Lardna Minch, 18 Warrior Project 1999 (PvP): [50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis | ||
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#9
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At least druids are useful in raids. I played a mage back in the day and it was a great class until I realized how utterly useless they were in raids. Promptly switched to a monk so at least I could pull for raids.
As far as the pets go the only decent pet was earth the rest died too fast but I've noticed a lot of people being able to use fire as a solo tank pet. I know for a fact thats not how it was before and it should be changed if they are going for a classic feel. | ||
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#10
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Mages are very useful on raids and druids are almost worthless
L2Play Everquest
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