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Patch - and the AA nerfs keep on coming - FU Dzarn! (1 Viewer)

aspire2008

Well-known member
Joined
Nov 10, 2012
RedCents
2,688¢
November 15, 2017
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*** Highlights ***


*** Uncategorized ***


*** Items ***

- Added the intended functionality to several Ring of Scale pack-in items that were able to be claimed early:
- - Goblet of Adventure II and Shared Goblet of Adventure II will add experience and last their intended 8 hours.
- - The Devourer Familiar can now be summoned.
- - The Guise of the Iron-Toothed Earthdigger can be used.
- - The Herald Telcha familiar can now be summoned.
- - The Contract of the Skorpikis can now be used if Seeds of Destruction is open on your server.
- - The Fierce Cockatrice Mount, Bridle of the Balefire Wyvern, Gorowyn teleport items, and Ring of Scale Painting will remain disabled until Ring of Scale launches.

*** Tradeskills ***


*** Quests And Events ***


*** Spells ***


*** AA ***

- The majority of activated AA abilities that buff your group can no longer be cast on your target's group using /TGB, with the following exceptions: Group Perfected Levitation, Flight of Eagles, Perfected Dead Men Floating, Communion of the Cheetah, and Talisman of Celerity I. This change does not impact which abilities can be modified by Mass Group Buff.
- Bard - Increased the base attack and accuracy bonuses of all ranks of Quick Time and adjusted the spells so that they are no longer modified by instrument multipliers.
- Bard - Increased the base damage, armor class reduction, and slow components of all ranks of Bladewhirl but reduced the resistance debuff components the spells so that they are no longer modified by instrument multipliers.
- Beastlord, Paladin, Ranger, Shadowknight - Spell Casting Reinforcement no longer extends the duration of disciplines.
- Bard - Increased the damage granted by Troubadour's Synergy.
- Bard - Consolidated Troubadour's Slashing, Piercing, and Crushing Mastery into a single ability line Troubadour's Weapon Mastery. The ability lines were refunded with this change.
- Bard - Modified Focus: Fjilnauk's Insult to also increase the effectiveness of Kaficus' Insult and refunded Focus: Kaficus' Insult.
- Bard - Modified Focus: Tsaph's Insult to also increase the effectiveness of Garath's Insult and refunded Focus: Garath's Insult.
- Beastlord - Adjusted the stacking on Protection of the Warder to better coexist with other melee guard buffs.
- Beastlord - Consolidated Focus of Animus and Focus of the Frozen North into a single ability line Primalist's Focus. The ability lines were refunded with this change.
- Beastlord - Modified Focus: Kromtus Lance to also increase the effectiveness of Kromrif Lance and refunded Focus: Kromrif Lance.
- Berserker - Adjusted the stacking on Bloodshield and Uncanny Resilience to better coexist with other melee guard buffs.
- Druid - Fixed a bug that prevented ranks 2-4 of Focus: Chill of the Copsetender from functioning.
- Enchanter - Reduced the proc rate of all ranks of Color Shock.
- Magician - Corrected an issue that caused the taunt ability of Companion of Necessity to only hit a single target rather than all targets around it.
- Monk - Modified the additional buff granted by ranks 25-27 of Zan Fi's Whistle to trigger extra damage strikes from Eagle Strike and Dragon Punch (or Tail Rake) in addition to Tiger Claw.
- Monk - Increased the chance for Thunderfoot to trigger on flying kick attacks for ranks 5-8.
- Monk - Fixed a bug that prevented Focus: Dragon's Balance from functioning.
- Ranger - Consolidated Scout's Mastery of Slashing, Piercing, and Crushing into a single ability line Scout's Weapon Mastery. The ability lines were refunded with this change.
- Rogue - Consolidated Assassin's Mastery of Slashing, Piercing, and Crushing into a single ability line Assassin's Weapon Mastery. The ability lines were refunded with this change.
- Rogue - Increased the effectiveness of Bladeshield by 3% per rank.
- Shadowknight - Increased the per hit damage absorption of Cascading Theft of Defense so that the sum now equals the total damage absorption of the buff.
- Shaman - Corrected an issue that caused the taunt ability of Spirit of Urgency to only hit a single target rather than all targets around it.
- Shaman - Adjusted the stacking on Rabid Bear's Protection to better coexist with other melee guard buffs.
- Warrior - Adjusted the stacking on Imperator's Command to better coexist with other HP and AC buffs.
- Warrior - Moved the mana and endurance regeneration components of Imperator's Command to Imperator's Charge.
- Warrior - Adjusted the focus effectiveness of Imperator's Precision and removed the restriction that prevented its use on raid targets.


*** NPCs ***


*** Mercenaries ***

- Fixed an issue that prevented mercenaries from triple attacking as intended.

*** Collections ***


*** Progression Servers ***

- Pushed the votes for Gates of Discord on Lockjaw and Ragefire two weeks out. Ragefire voting will begin December 25th, and Lockjaw will begin December 27th.
- An Epic Request (Rogue) - Fixed an issue that made the Toy Chest puzzle nearly impossible at lower levels.
- Fire pets between levels 51 and 60 will cast lower-damage spells until Planes of Power opens on that server so they better match the reduced damage that other pets do in those eras.

*** Miscellaneous ***

- You will now be able to see the name of spells being cast by other players and NPCs regardless of your level difference.
- Fixed a potential client crash when trying to change loot decisions as the same time as when the item is about to disappear from the Advanced Loot Window.

*** UI ***

- Fixed a typo in the comment for the filigree borders.
- The Merchant Window columns have changed so now instead of four different coin columns, there is a single currency column.
- - The price has been moved into a single cost column.
- - There is now a note for the current amount of currency that you have in your inventory.
- Loyalty Merchants now use the updated Merchant window.
- You can now search the Merchant Window purchase page.
- - The window has a search bar that responds to enter or the search button.
- - Clearing the search bar and searching again will return the page to normal.
- Adventure point merchants now use the unified merchant window.
- PvP point merchants now use the unified merchant window.
- Dragons of Norrath point merchants now use the unified merchant window.
- Alternate currency merchants now use the unified merchant window.
- Fixed an issue with selling the contents of a bag not displaying properly.
- Updated the Merchant Window tips to reflect the new changes.
- Fixed the text box overlays on the purchase window.
- Added target type and resist type to the spell description window.
- Corrected an issue where raid member names were duplicated in the Give to: and Set all to: lists in the advanced loot window.

- Changed -
EQUI.xml
EQUI_Animations.xml
EQUI_MarketplaceWnd.xml
EQUI_MerchantWnd.xml
EQUI_NewPointMerchantWnd.xml
EQUI_PointMerchantWnd.xml
EQUI_PurchaseWnd.xml



- The EverQuest Team
 
I think I'll put away my hybrids for a while:

- Beastlord, Paladin, Ranger, Shadowknight - Spell Casting Reinforcement no longer extends the duration of disciplines.

Basically cutting discipline durations in half with that nerf.


- The majority of activated AA abilities that buff your group can no longer be cast on your target's group using /TGB, with the following exceptions: Group Perfected Levitation, Flight of Eagles, Perfected Dead Men Floating, Communion of the Cheetah, and Talisman of Celerity I. This change does not impact which abilities can be modified by Mass Group Buff.

So no Focused Paragon, Group Spirit of the Black Wolf, Cle 3rd Spire, Group Pact of the Wolf, Pal 1st spire, Group Armor of Inquisitor.... etc.

What a dumb nerf. Making group setup for raids less flexible and more time spent moving people around to buff.
 
These nerfs look like they are going to be amazing. I mean they are going to kill several groups on raids, make more raids wipe due to running out of mana and drastically dropping the dps. This sounds like a great idea to make more people stop playing, I remember rage quitting several times during other nerfs but I played a ranger back then. I mean if you were trying to kill a game what else would you do.
 
Well what do you expect when they dont listen to the players that play the game..

The devs dont ACTUALLY play EQ .... do they?
 
This was from the Beta forum from another shit developer (Aristo, the guy in charge of spells, necro dot changes anyone?) - wtf does this guy even do 10 months out of the year.

Those of you who parse spell file changes might have noticed that the range of a lot of NPC spells changed over the weekend. We removed a bit of an advantage that all NPCs had: they innately would extend the range of their spells 20% beyond what was in data. Because we didn't want to actually change how every fight involving spells goes, we then boosted the range of all the NPC spells so they now do what they used to do -- but now it matches what's in data rather than adding a secret advantage.

Here's another one from Dzarn from last month:

- All - Fixed a bug that prevented abilities that grant resistance to specific effects, such as Mental Fortitude, from working. Reduced the effective percentage of these lines now that the abilities function.


So they fixed the "secret advantage" on range, then added then added the range back. I mean how stupid does that sound. Why fix it then.:confused:


Well what do you expect when they dont listen to the players that play the game..

The devs dont ACTUALLY play EQ .... do they?


That isn't the only problem, its that these fucking shit veteran developers have been at the company so long and have become complacent at their jobs. People in human resources fix this problem in most companies by hiring new people and training them, but this company fails to do that. Its like management or human resources doesn't give a shit so the complacency and laziness festers because the developers have a sense of job security from this. They could even get interns but they don't even bother with that anymore it seems.


Another advantage of getting new people is that you get fresh new ideas and creativity, i.e. new brains looking at old problems. It also motivates the veteran work force, because they know their job security isn't there anymore if new people are being trained.
 
I think there really is only about 5 main guys at DB, and maybe 5 underlings from most of the pics I have seen lately of Roshen on his twitter page.... the guy does like to drink good beer!
 
Patch - and the AA nerfs keep on coming - FU Dzarn!

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