*** Quests & Events ***
*** Miscellaneous ***
*** Changed Files ***
puts on a blindfold, and sets the nerf arrow in her bow, and randomly aims at a class
someone once said, nerf bats don't hurt...ever try using the end of it?
Why nerf the nerf bat?
Absor SMASH
SKlug wrote:
Postponing this until tomorrow morning since I'm getting a late start on this.
Tee many martoonies last night?
Updated...
*** Miscellaneous ***The state of /announce is now persisted across logins.
Yay, you did it
Thanks.
Ang.
Will the new lower number hard raids have more drops ?
Valdeholm remaining a hotzone?
Seems like the hotzones just took every cold zone we got in EQ.
Would have been nice to see a different level 75 hot zone instead of Vald again
Don't people read?
"Both Valdeholm and Frostcrypt are level 75 hot zones to handle the increased demand at these levels."
Instead of 1 hot zone for 75, you now have 2. Don't like Vald? go to Frostcrypt
All SoD raid events should now have a more challenging version available with a lower population cap. These new versions are available in the same manner as the originals.
The normal Tower instance is obtained by clicking on the tower door. What about the hard one? It can't be 'the same manner'.
Also, the keyword "fight" is used to obtain the Korafax instance and to zone in. If it's still used to zone into the hard version - that will spam the raid leader with error messages about failing to obtain the normal instance because everybody is already in another instance (hard).
AutomaticWarrior wrote:
As a barbarian, I approve of this coldzone theme. It'll make it a lot easier to remember what they are. Would have been cooler around Christmas time.
Do instances of the hot zones get the bonus exp also?
Axxius wrote:
SKlug wrote:All SoD raid events should now have a more challenging version available with a lower population cap. These new versions are available in the same manner as the originals.The normal Tower instance is obtained by clicking on the tower door. What about the hard one? It can't be 'the same manner'.Also, the keyword "fight" is used to obtain the Korafax instance and to zone in. If it's still used to zone into the hard version - that will spam the raid leader with error messages about failing to obtain the normal instance because everybody is already in another instance (hard).
Clicking on the tower door gives a popup with a choice of hard or normal. (And I'd guess all SoD raids have that popup as well).
Herald of Druzzil Ro has a new dialog keyword [hard way], presumably thats the way to zone into new version. (Edit: Looks like most of the raids where you say something to zone in have that trigger)
The state of /announce is now persisted across logins.
Getting a line "Announcing now on" or "Announcing now off" every time I zone. I'd think it should only show up when you log on or when you toggle the setting.
*** Quests & Events ***All SoD raid events should now have a more challenging version available with a lower population cap. These new versions are available in the same manner as the originals.*** Miscellaneous ***New Hot Zones are available! See Franklin Teek in the Plane of Knowledge for new tasks. Both Valdeholm and Frostcrypt are level 75 hot zones to handle the increased demand at these levels. The new hot zones are:EverfrostPermafrost KeepIceclad OceanTower of Frozen ShadowGreat DivideEastern WastesVelketor's LabyrinthKael DrakkalWestern WastesThe AscentIcefall GlacierValdeholmFrostcryptThe state of /announce is now persisted across logins.Made some behind the scenes changes to the marketplace. Let us know if you have any issues adding funds to your wallet.Fixed a bug that caused certain rogue poisons to use the user's level rather than the poison's level.*** Changed Files ***EQUI_Animations.xml -- Added new dragitems.
Okay, as my post count can attest I'm normally not one to complain, but considering how poor the last set of hotzones were.( My opinion only ) I really don't see the logic of keeping these 2 hotzones into the next set. And Velks was in the set just before the set we just replaced.
<a href='http://eqplayers.station.sony.com/character_profile.vm?characterId=571231612575'><img src='http://eqplayers.station.sony.com/signature/571231612575.png'></a>
Almost every one of these zones is populated by giants.
The devs just hate giants for some reason?
Made some behind the scenes changes to the marketplace. Let us know if you have any issues adding funds to your wallet.
You must now pay us to test our content! Muahaha!
its more of the theme of Cold Zones which are Hot Zones
These hot zones are poop.
Pallies will like FC as a hot zone though.
XmortavianX wrote:
Well, originally it was just FC, but since that zone has like 2 camps, Vald was again added for those who wanted another option if it was full.
West Wastes is a terrible choice, dragon ae's dispell and the ice wurm things proc a dispell. Not to mention the only real camps are probably tov alley and the wyvern cave.
Fixed a bug that caused certain rogue poisons to use the user's level rather than the poison's level.
Just in case it wasn't part of your intent. The Spider's Bite VI poison, the best all/all obtainable from vendor items, is now being resisted at a considerable rate for higher level players. I'm guessing because now it acts as if a lvl 40 player is trying to proc on the mob. I wasn't sure if the intent was Just to lower the damage done from the poison when proc'd by a higher level player. If you meant the resist rate to increase too, could you take another look at the drop rates for the crafting components? I've played just over 2 hours on my lvl 65s with 0 drops to craft the level appropriate version of this poison, I have looted some poison related drops just not for the spider's bite. This effectively turns them into a pretty rare use thing at best, or of course continue using the ones that will typically be resisted anyway - thus increasing the risk (aggro) while lowering the reward (dps). If you felt they were overpowered and don't want us to be able to use them that often then I guess that's a different discussion =).
Nilwean-CD wrote:
SKlug wrote:The state of /announce is now persisted across logins. Getting a line "Announcing now on" or "Announcing now off" every time I zone. I'd think it should only show up when you log on or when you toggle the setting.
That goes along with the 'Suspending your mercenary' message every time you zone when you are in a raid (and therefore cannot have a merc).
Also another niggle of mine, whenever you are invited to a raid, the text says 'so and so invites you to HIS raid'
well its a graphic bug not sure how long its been going on or if even fixable. far as I know its been around since start but thought I share it
Look at her Eyes, everytime she leans forward they turn into Beak's for Eyes
This Final Image is what she looks like just standing still Eyes are normal, first 2 images is when she leans forward only in Deathknell Event #1
I Love Cold Hot Zones, pointy nipples.
Bard Song "Storm Blade (Strike)" is now modding properly. It's precursor, "Song of the Storm (Strike)" is not. Whatever was done to fix Storm Blade needs to be done to Song of the Storm also.
This was prob already mentioned and I just missed it. When are all the memory optimizations going live? I was thinking it was July?
So this means that the Spider's Bite VI proc will no longer work for a level 80+ toon? My Shaman is 82 and suddenly I'm getting the message that the targeted mob resisted the proc, even after casting resist debuffs, on every proc. This doesn't make a lot of sense to me unless you're also going to make healing potions, mana potions and haste potions quit working for toons that are too high for the potion level. I understand making it so that you have to meet the minimum level, but to be too high a level to make the poison work, Come on.....
Palehorse71 wrote:
SKlug wrote:Fixed a bug that caused certain rogue poisons to use the user's level rather than the poison's level.So this means that the Spider's Bite VI proc will no longer work for a level 80+ toon? My Shaman is 82 and suddenly I'm getting the message that the targeted mob resisted the proc, even after casting resist debuffs, on every proc. This doesn't make a lot of sense to me unless you're also going to make healing potions, mana potions and haste potions quit working for toons that are too high for the potion level. I understand making it so that you have to meet the minimum level, but to be too high a level to make the poison work, Come on.....
The resist check should be based off the Effect's level, vice the players', when dealing with poisons. It makes no sense for a poison to get a level 80+ resist check if created at level 20~. It also prevents scaling issues which result in the dps of the poison being too high for the cost to make.
Are there going to be any augs added to the new hotzones? No one has found any yet...
darkpoet29 wrote:
Palehorse71 wrote:SKlug wrote:Fixed a bug that caused certain rogue poisons to use the user's level rather than the poison's level.So this means that the Spider's Bite VI proc will no longer work for a level 80+ toon? My Shaman is 82 and suddenly I'm getting the message that the targeted mob resisted the proc, even after casting resist debuffs, on every proc. This doesn't make a lot of sense to me unless you're also going to make healing potions, mana potions and haste potions quit working for toons that are too high for the potion level. I understand making it so that you have to meet the minimum level, but to be too high a level to make the poison work, Come on.....The resist check should be based off the Effect's level, vice the players', when dealing with poisons. It makes no sense for a poison to get a level 80+ resist check if created at level 20~. It also prevents scaling issues which result in the dps of the poison being too high for the cost to make.
Given the rarity of current poision components, it makes no sense to expect people to use the class 14/15s since those are about the only poisons high enough to not run into a signfiicant resist check. In particular all the vendor bought stuff for non-rogues will never land on a mob even with negative resist because their levels are too low. Now, since poison is a relatively minor addition for non-rogues, it's not that big of a deal, and tanks can still use aggro poison without any problem (resisted aggro procs are still as good aggro as fully landed ones). But then why go through the effort to add poison if you can never use them to do damage? If devs insist on using the item level, why not make all the poison stuff vendor buyable? I noticed that the class 15s sell for about 35 pp to a vendor, so it seems like that's their targetted range, which looks pretty reasonable. Can do this like healing potions where vendors sell them at a markup (say, 50pp per dose) while rogues can make them cheaper. Of course given the current rarity of class 14/15 parts I doubt any rogue is going to sell any poison under 50pp unless you can make 20 doses per component.
cold hotzones are great to play in when it is a hot summer.
darkpoet29 wrote:Palehorse71 wrote:SKlug wrote:Fixed a bug that caused certain rogue poisons to use the user's level rather than the poison's level.So this means that the Spider's Bite VI proc will no longer work for a level 80+ toon? My Shaman is 82 and suddenly I'm getting the message that the targeted mob resisted the proc, even after casting resist debuffs, on every proc. This doesn't make a lot of sense to me unless you're also going to make healing potions, mana potions and haste potions quit working for toons that are too high for the potion level. I understand making it so that you have to meet the minimum level, but to be too high a level to make the poison work, Come on.....The resist check should be based off the Effect's level, vice the players', when dealing with poisons. It makes no sense for a poison to get a level 80+ resist check if created at level 20~. It also prevents scaling issues which result in the dps of the poison being too high for the cost to make.Given the rarity of current poision components, it makes no sense to expect people to use the class 14/15s since those are about the only poisons high enough to not run into a signfiicant resist check. In particular all the vendor bought stuff for non-rogues will never land on a mob even with negative resist because their levels are too low. Now, since poison is a relatively minor addition for non-rogues, it's not that big of a deal, and tanks can still use aggro poison without any problem (resisted aggro procs are still as good aggro as fully landed ones). But then why go through the effort to add poison if you can never use them to do damage? If devs insist on using the item level, why not make all the poison stuff vendor buyable? I noticed that the class 15s sell for about 35 pp to a vendor, so it seems like that's their targetted range, which looks pretty reasonable. Can do this like healing potions where vendors sell them at a markup (say, 50pp per dose) while rogues can make them cheaper. Of course given the current rarity of class 14/15 parts I doubt any rogue is going to sell any poison under 50pp unless you can make 20 doses per component.
The ability to create poisons which are not available via vendors is a form of utility, and does provide some added functionality to the rogue class as a whole, which in turn prevents the "need" for additional variance in DPS tiers. To make the poisons available via vendor would eliminate that justification for maintaining the status quo.
If, as you say the components are too rare, then the correct fix is to make the components more available, not the poison itself. There are two ways to really do this, increase component drop rate, or make vendor purchased variants of the components themselves.
The first option creates a potential influx of raw materials, reducing the need to personally farm, while creating a profitability avenue for players who enjoy the bazaar, while the second reduces the overall requirement to farm at all.
Using the alchemy tradeskill as a comparison, I would tend to go with the former vice the latter. The power of poisons does need to be balanced against something, and in the current game, that is rarity. Right now, a basic poison is providing 2~times the effect of a modern bard song (Arcane Arietta provides 40dps~ to non bards), and 50% of Lynx (145dps~). Without an associated cost (effort of farming, or paying for the effort to farm), these poisons are much too powerful. Were they to be made directly available to players, the issue would be compounded.
Supposedly some of the new hard mode raids are dropping the wrong items. Just hearsay from the "hard mode" thread, but figured it should probably go in here. Hopefully somebody involved with it can confirm or deny.
Okay, in regards to the poison modification, it took me all weekend of grousing and moldering over this for the light to finally dawn and understand what the intent of the modification of the poison proc was all about. This is rather like a spell, in that it is the level of the spell that recieves the resist check. Basically, like a shaman slow or SK/necro (and I'm guessing ranger and druid) snares, there would be no point in getting a higher level snare/ slow if the resist check didn't drop with the higher level spell. I can buy that, reluctantly.
However, I am still going to grouse over the skill check to make the <darned> things to begin with. These new poisons were the whole point to me rolling a new rogue. now I find that I cannot make the poisons for my higher level toons because I don't have enough experience. I understand that Shamans used to have the same issues when making potions. You had to level up to make the next tier of potion. This restriction was lifted on shamans, so that now a level 25 shaman can make the tier XIV and above if he/she has skilled up her alchemy enough. Can we do the same thing for rogues.
Alchemy was a valuable tradeskill for shamans right up to the point where all (or almost all) of the potions became available from vendors. I had my hopes up that poison making would step up to fill this new vacuum, only to find that I can make no higher level poisons until I reach that level in experience. ( I know, common sense would be to level up the rogue, but then that cuts into the profit margin that I was counting on to help finance my other toons.)
So far as poison power goes I always thought they're more of there as a general balance mechanism against casters doing too much damage as opposed to being directly comparable to any class ability. Obviously if you compare poison to any proc-like ability it is too strong, but I don't think it's intended to be compared to those.
I do not think the ability to make poison is much of an utility. It took me 1000 pp and an hour to level a rogue to level 20 to make Spider's Bite 6. I don't know how much harder it is to level up poison further but given rogues are one of the least played class in the game I'm quite willing to spend a bit more plat to make my own poison if needed. Like alchemy potions I don't think you should restrict your basic potions with rarity. Everyone should be able to get any of the basic potions (Spider/Scorpion) but a rogue can make them cheaper. Having vendor-sold basic potions doesn't prevent alchemy from being viable assuming you're not too greedy. Or you can do something like say have a guy that will take a raw component and give you the equivalent rank poison, but if a rogue has the same component he can make 2, or 5 of of those poison at once.
The Skill required to make the poison has nothing to do with your Level, I was a level 30 Rogue at 300 Poison making.
You can't increase your Skill level with the new poisons (you get a message you don't have the required skill to make that)
New poisons are too affordable of a way to skill up your trade-skill, so the restriction came in that you could not make the combine if your Skill level was not high enough.
You can however skill up using the old poisons, once you reach the appropriate Skill you can make the new poisons regarles of your Level
Gendor wrote:
The Skill required to make the poison has nothing to do with your Level, I was a level 30 Rogue at 300 Poison making. You can't increase your Skill level with the new poisons (you get a message you don't have the required skill to make that) New poisons are too affordable of a way to skill up your trade-skill, so the restriction came in that you could not make the combine if your Skill level was not high enough. You can however skill up using the old poisons, once you reach the appropriate Skill you can make the new poisons regarles of your Level
Well, at level 20, you probably won't have any stat maxed so it'd be slightly harder to get to skill 300. But since you're able to get to 300 poison at level 30 I assume it can't be that hard. So that's why I don't buy the 'it's hard' or 'rogues need this' because it poison really turns out to be a must have I'd just skill up on my own poison maker instead of counting on a class that account for something like 3% of the population (again, Rogues are a rare class). I haven't bought any potions in a while, but when I did it's a convenience if I can find a shaman or something cheaper in the bazaar. If not I just pay the normal price on the vendor which is a bit expensive but still reasonable. Poison should work exactly the same way.
Not exactly a patch bug but related to the Announce on/off status every time you zone.
Whenever I zone I get a message 'Your mercenary has been suspended.'
I know it's suspended, I suspended it. I don't need to be told it's still suspended every time I zone.
Also, I'm in a raid and therefore cannot unsuspend a mercenary.
Should be a simple fix:
IF player has unsuspended merc then
IF player joins a raid
Suspend merc and give 'you're merc has been suspended' message
ENDIF
So BB/QM seem to be dropping tower level loot for some reason on test, in the "hard" versions of the raids. Was this intended or are the loot tables just messed up? It really does seem odd that a T1 raid is dropping 1khp+ loot.
Both Valdeholm and Frostcrypt are level 75 hot zones to handle the increased demand at these levels.
So it's unmezzable mobs again, this time in the improved 2-zone pack. Bad SKlug, bad bad SKlug
So far as poison power goes I always thought they're more of there as a general balance mechanism against casters doing too much damage as opposed to being directly comparable to any class ability. Obviously if you compare poison to any proc-like ability it is too strong, but I don't think it's intended to be compared to those. I do not think the ability to make poison is much of an utility. It took me 1000 pp and an hour to level a rogue to level 20 to make Spider's Bite 6. I don't know how much harder it is to level up poison further but given rogues are one of the least played class in the game I'm quite willing to spend a bit more plat to make my own poison if needed. Like alchemy potions I don't think you should restrict your basic potions with rarity. Everyone should be able to get any of the basic potions (Spider/Scorpion) but a rogue can make them cheaper. Having vendor-sold basic potions doesn't prevent alchemy from being viable assuming you're not too greedy. Or you can do something like say have a guy that will take a raw component and give you the equivalent rank poison, but if a rogue has the same component he can make 2, or 5 of of those poison at once.
It's not directly comparable to any class ability, don't get me wrong. Especially since it already stacks with all classes who have "imbue proc" lines. My reference to bard & shaman proc lines was to show that there had to be an upkeep requirement, more than anything else.
Being vendor purchased doesn't quite do it (imo), however being tradeskilled with vendor available components does. It's a fine line, but it's sufficient in my eyes to warrant the relative power level. It's just a matter of degrees.
Right now, rogues have a cool out of combat utility, which provides an in combat effect. Something they have been lacking for a long time. It might not be a lot of utility, but it is something, and I would hate to see them lose it. Like you said, it took you 1kpp and an hour to get what you needed. Not a lot of effort, but worth it.
I hate to complain, but it appears that The Ascent is the L65 hotzone but doesn't have any mobs yellow to a L65 character.
Ayonae Ro is clearly Rodcet Nife in disguise.
Savrok-Stromm wrote:
These hot zones were chosen with a theme in mind.. that of Ice.
Something to remind people.. the Hot Zone 'levels' are nothing more than guidelines.. ALL of the zones listed simply have increased ZEMs. If you don't find enough challenge at one area.. move to another. No matter what zones are chosen.. someone always complains that there aren't enough of this.. too much of that.. no undead.. too much undead.. etc etc. The list will never be perfect. I chose The Ascent to try and use something that hadn't really been seen before with the hot zones (Dragons of Norrath).
And before anyone asks.. NO.. I'm not going to make LDON's a Hot Zone set in the future.. lol.