The Beastlords' Den

Everquest 1 => Sony Beastlord Correspondent Information => Old Correspondent Information => Topic started by: Tastian on July 07, 2004, 07:17:21 AM

Title: Quick little update (7/9/04)...
Post by: Tastian on July 07, 2004, 07:17:21 AM
I'm still waiting on a response to the DW issue, but here's the update on the class lists.  Read it over, leave some comments, at the end of the weekend I'll start updating the list and getting more input from yous peoples and the other board.

"
Before I post your updated list I would like to give you a little bit of information on the notes I have made below each item.

Currently being evaluated – This means that a few of the development team members are looking into ways to implement the item.  This does not guarantee that the item will be implemented; however we may see changes made in the future.  The Community Team plans to give updates on these types of items every 2 weeks, even if it's just a "no change since the last update"

Currently being discussed – This is almost just like being evaluated however these items the development team is totally undecided if they want to implement or how to do so.  The Community Team plans to give updates on these types of items every 2 weeks, even if it's just a "no change since the last update"

Done – This means that the development team has implemented this item and it's currently on live servers.

Currently on Test server – This means that the development team has implement this item and it's currently on test server, watch for future updates for implementation on the live servers.

This one I need your help on – This means we don't have enough information to make any type of decision on how to implement.  Threads will be started by me to get your feedback.

No changes planned at this time – This means that the development team has decided at this time not to implement this item.

Items that are marked done will be removed from the top 10 issues lists and you as a class will be able to replace those with new issues.  Watch for posts on this in the next week, your class correspondents will be helping SOE update your top 10 issues lists with these new items.  If your top issues list was less then 10 issues to begin with you will be able to add more issues.

You as a class will have the option to replace items that are marked as "no changes planned at this time" with new items or leave them on the list.  Please understand that leaving them on the list does not mean that they will eventually be implemented however it does mean that the class as a whole still feels that these are valid issues and would like implementation eventually.  One thing to note, we will not be responding to requests as to why something is classified the way it is.

This post will be locked and updated bi-weekly.

--

Beastlord -

  1. Fix Pet shrink (should have the ability to shrink 3 times)

Currently on test server

  2. Increased skill cap on weapon skills

Currently being evaluated

  3. Add Beastlord only weapons

Currently being evaluated

  4. Improve pet speed so they can keep up

Currently being evaluated

  5. Add an AA that allows a suspended minion to zone

Pet zoning is currently on test server, there are no plans at this time to allow a suspended minion to zone.

  6. Improve warders similar to what mage's received

No changes planned at this time

  7. Add an AA that gives an extra attack with 2HB weapons

This is something that will be considered in future expansions

  8. Improved pet heals

Currently being evaluated

  9. Allow Hobble of spirits, to stack with ALL pet proc buffs

Currently being evaluated

 10. Allow the Feral swipe AA to work in PvP and it doesn't offer any advantages

Currently skill abilities do not work in PvP.  This is a bug and it is currently being worked on, the development team hopes to have this fixed soon.

Ashlanne Barefoot
Sony Online Entertainment

~Norrath - Where I kick off my shoes and run in bare feet!!
"
Title: Quick little update (7/9/04)...
Post by: Goretzu on July 10, 2004, 10:48:22 AM
I'd hope 'currently being evaluated' for weapon skill caps means genuinely being thought about (as it can't take that much to change them in a programming sense).

I'm certainly hoping for a quicker answer on this issue as there are many reasons for upping 1 or more skill caps and about the only reason not too is simply that SoE don't want to do it.

After all there a no issues with BL weapons skill being equal below L50, so I can't see what issues there really could be with 1 or more being equal right up to L65 (and beyond).
All the H2H cap does really is artifically limit BL selection, which really only means casual BL's spend more PP in the bazaar for their weapons and raiding BL's spend more points whilst raiding (or they take an damage hit).

BL's wouldn't be anymore powerful, they'd just have more choice.
Title: re top ten list
Post by: Katsandra on July 11, 2004, 12:38:02 PM
I'm a little confused about how they got the top ten list...

I didn't see anything about pvp or improving 2hb during the discussions and the ability to click off pet buffs isn't on the list?  I thought that one was pretty universally wanted.
Title: Quick little update (7/9/04)...
Post by: Dummkopf on July 11, 2004, 01:22:05 PM
Nothing special about PvP i think however about your 2hb question:
Quote2. Increased skill cap on weapon skills
and
Quote7. Add an AA that gives an extra attack with 2HB weapons
so they work on it.
Title: Quick little update (7/9/04)...
Post by: Tastian on July 11, 2004, 02:56:26 PM
After the patch on patch this week i'm going to put up a new top 10 list and some of the options others have mentioned.  I'll post on other boards too, then after a few days I'll show you the updated list before I pass it back onto SoE.  I really think the weapon skill caps just need to be changed.  I'll write up a little explainations and maybe use some quotes from the thread that others have offered.
Title: Quick little update (7/9/04)...
Post by: Katsandra on July 11, 2004, 03:45:39 PM
Thanks Tastian.  I think what I was really asking (man I'm not good in the morning) is if there were other boards where I could be looking to see what folks are thinking.  

could you list what all boards you're talking to when you put up the post patch update?

Thanks,

Kasa
Title: Quick little update (7/9/04)...
Post by: Katsandra on July 11, 2004, 03:53:43 PM
Thanks Tastian.  I think what I was really asking (man I'm not good in the morning) is if there were other boards where I could be looking to see what folks are thinking.  

could you list what all boards you're talking to when you put up the post patch update?

Thanks,

Kasa
Title: Quick little update (7/9/04)...
Post by: Tastian on July 11, 2004, 04:28:03 PM
http://eqforums.station.sony.com/eq?category.id=Beastlord

Those are the sony beastlord boards.
Title: Quick little update (7/9/04)...
Post by: Strigori on July 12, 2004, 04:37:15 AM
no mention of agro? that seemed to be on alot more peoples lists than pet speed or an extra 2hb swing
Title: Quick little update (7/9/04)...
Post by: Rhaynne on July 12, 2004, 08:30:25 AM
The list above was the original list that was compiled on the EQ Beastlord forums - not the same one we worked on here.

The issues we compiled were more current and will likely be what Tastian submits for the next list.
Title: Quick little update (7/9/04)...
Post by: Tastian on July 12, 2004, 03:22:24 PM
Yes.  What I'm going to do is put up a revised list based on information from the boards here and there for wednesday well the patch is going on.  I'll swap  I'll bump up weapon skill caps and add aggro issues.  I'll also have a list of other possible things to add to the list and possibly set up seperate threads to address how we want certain issues covered.  Such as feral swipe.  It's low damage, still has range issues, etc.  Do people...

-  Still want it on the list
-  Want the damage raised
-  Want to see a DEaggro component added to it
-  Other

Something like that.  Some of the issues are pretty clear from all the threads here and there, but others I'd like some clarification on and to see where others stand.  I figure by wednesday we'll be certain how well the pet zoning and other changes are working and during patch most usually browse the boards some anyway, so should get a fair amount of feedback.  Then this friday or so I'll pass the revised list along.
Title: Quick little update (7/9/04)...
Post by: Bananea on July 12, 2004, 09:44:25 PM
Holy crap DEAGGRO on Feral Swipe would be a great idea and I feel ashamed that I didn't think of it :(
Title: Quick little update (7/9/04)...
Post by: Bheran on July 12, 2004, 09:53:39 PM
At the risk of sounding like a flippin parrot - deaggro on it would be a great idea.
Title: Quick little update (7/9/04)...
Post by: Liga on July 12, 2004, 10:22:57 PM
I agree with the above two posters.  And I dont have the aa yet.
Title: Quick little update (7/9/04)...
Post by: Zurash Kittenclaws on July 12, 2004, 10:36:26 PM
I would be happy if it did no damage at all, but had a good sized dose of agro reduction on it. That would allow us to go a little more full on with our other DPS tools, dots/nukes etc. :)
Title: Quick little update (7/9/04)...
Post by: Chackra on July 12, 2004, 10:55:36 PM
Tastian may have a more direct line on these things, but the responses to the suggestions are, to put it bluntly, either "yes", "no", or "maybe."  

I was hoping for a bit more feedback than that.  Such as "we may have problems coding that change," or "we believe that would impact beastlord power relative to other classes," then we would have an idea whether to suggest alternatives, or maybe just shut up about certain types of requests and focus on others.
Title: Quick little update (7/9/04)...
Post by: Ukator Iceblood on July 13, 2004, 02:04:55 AM
Opening up at least one of the other weapon skills to 250 would rock. One other option be it 1hb, 2hb, or piercing.
Title: Quick little update (7/9/04)...
Post by: Tastian on July 13, 2004, 03:08:16 AM
Some of the responses weren't very specific, but I have a decent idea on each.  Like I said I'll put up an updated top 10 list tomorrow evening or so with a few other ideas for people to offer feedback on.
Title: Quick little update (7/9/04)...
Post by: kukana on July 13, 2004, 05:09:15 AM
Aggro control seems to be a repeated theme across several threads.  I think everyone agrees we have more than enough ways to actaually CREATE agro.  IMHO, the simplest solution would be a discipline to reduce agro similiar to evade.  Then, if you need it you got it, if you need to reduce it, there ya go.

Trying to look at this as addressing aggro on specific spells or AA effects dances around the overall issue of aggro control.

just my 2cp.
Title: Quick little update (7/9/04)...
Post by: Tastian on July 13, 2004, 08:17:58 PM
"Trying to look at this as addressing aggro on specific spells or AA effects dances around the overall issue of aggro control. "

The thing is some of beastlord aggro generation is directly tied to aggro issues on certain spells.  Poison dots do tons of aggro per damage compared to a nuke for instance.  That isn't a beastlord problem, but an issue that effects shaman and necros and other dot classes.  

Also you have to put things in perspective.  Beastlords main aggro problem is from doing damage.  It's simply a case of a beastlord doing 50+ less damage than another class and still getting smeared on tank changes.  If you make a change to allow evade then you will see beastlords getting less aggro well say slowing or something.  However, slowing should be the issue.  To me this is very similiar to how some want a malo(ish) spell to help our slows land.  I do aggro in spots our slows just bounce too much, however, adding a malo(ish) spell effects debuffs for our nukes, it effects other casters in the group, etc.  Where as just adding a -mod to our slow only effects us trying to land slow.  The main issue is making sure that the change effects what it needs to well having as little effect on everything else as possible.
Title: Quick little update (7/9/04)...
Post by: Bengali on July 14, 2004, 05:25:44 AM
Quote[Tue Jul 13 23:14:11 2004] Aramelus tells the raid,  'Assist ~ ► Defender of Righteousness ◄ ! ☺ ☻ASSIST'
[Tue Jul 13 23:14:17 2004] You punch Defender of Righteousness for 142 points of damage.
[Tue Jul 13 23:14:18 2004] You punch Defender of Righteousness for 106 points of damage.
[Tue Jul 13 23:14:19 2004] Bengali hit Defender of Righteousness for 750 points of non-melee damage.
[Tue Jul 13 23:14:19 2004] Defender of Righteousness's body is torn in a time lapse.
[Tue Jul 13 23:14:19 2004] You crush Defender of Righteousness for 83 points of damage.
[Tue Jul 13 23:14:19 2004] Bengali hit Defender of Righteousness for 150 points of non-melee damage.
[Tue Jul 13 23:14:19 2004] Defender of Righteousness is covered in a thin layer of ice.
[Tue Jul 13 23:14:20 2004] You crush Defender of Righteousness for 45 points of damage.
[Tue Jul 13 23:14:20 2004] Bengali hit Defender of Righteousness for 150 points of non-melee damage.
[Tue Jul 13 23:14:20 2004] Defender of Righteousness is covered in a thin layer of ice.
[Tue Jul 13 23:14:21 2004] You punch Defender of Righteousness for 130 points of damage.
[Tue Jul 13 23:14:22 2004] You crush Defender of Righteousness for 79 points of damage.
[Tue Jul 13 23:14:22 2004] Defender of Righteousness goes on a RAMPAGE!
[Tue Jul 13 23:14:24 2004] You begin casting Turepta Blood.
[Tue Jul 13 23:14:24 2004] Defender of Righteousness goes on a RAMPAGE!
[Tue Jul 13 23:14:24 2004] Janson goes into a berserker frenzy!
[Tue Jul 13 23:14:26 2004] Bengali hit Defender of Righteousness for 121 points of non-melee damage.
[Tue Jul 13 23:14:26 2004] Defender of Righteousness's veins begin to burn.
[Tue Jul 13 23:14:26 2004] Defender of Righteousness says 'You will not evade me Bengali!'

I took out some guild stuff and random spam, including pet messages, but  I left in all the damage that I did and I didn't take out any other summoning messages.

In other words, I was the *only* one to get summoned (summoned over the low health warrior, to boot) even though we had wizards and mages and rogues and monks there and I can guarantee you that they had done more damage than I did at that point.   Even my two debuff procs shouldn't have made a difference over the SK/druid/shaman debuffs.   You can't tell from these parses but it's not like I cast the dot while the mob was at 95% either.   It was probably at 60-70% or less.
Title: Quick little update (7/9/04)...
Post by: Tastian on July 14, 2004, 06:07:21 AM
Yup, that's a VERY common situation.  I honestly can't help but wonder if you actually had the DoT loaded just to test the aggro or not hehe.  I know for a fact that I can't use poison dots remotely efficenctly unless I'm MT'n or solo'n.  *shrugs*  Also not to derail this thread, but I'm going to be posting the revised top 10 list to start getting some feedback on it.  Please look it over as you can and offer your suggestions.  I'm going to turn the list back in next friday, but before then I'd to poll people on an issue or two that has several possible solutions and see which most like best.
Title: Quick little update (7/9/04)...
Post by: kukana on July 14, 2004, 04:23:16 PM
Last night, I was with a group in Vxxd.  The DPSers were myself, a warrior, and a wizard.  Pet had Spirit of Flame running with Taunt turned off.  The rest of the group was an enchanter, shaman, and cleric.

Shaman would pull with slow and warrior would immediately take agro.  My pet would attack and I would join the frey at 95%.  Without even hitting the attack button, the mob would turn to hit me.

I then switched to a 2HB with a poor damage/delay ration.  Same effect.

I didn't even DoT or nuke or anything.

I'm guessing I forgot to shower the way I was pulling agro.
Title: Aggro problems solution
Post by: Nakab on July 20, 2004, 04:26:45 PM
I know this has been mentioned before, but an easy answer would be to just give us a spell like the Ranger's spell, jolt. That way we can cast as needed and not rely on using it with a timer tied to it, e.g. Feral Swipe.

Just as a side note, wouldn't it be nice to hover the mouse over pet buffs and know when they will expire? Love how that works for normal buffs :-)
Title: Quick little update (7/9/04)...
Post by: kukana on July 20, 2004, 05:00:02 PM
I guess the question is where is your space more limited?  Spell slots or action slots?  I know my spells are already full without having to put in another one, plus casting takes time away from doing DPS, where a discipline or AA would be basicly instant-use.
Title: Question
Post by: rhorse on July 21, 2004, 03:19:49 PM
This may be a silly question. But with all the new zones, new spells and such. Why couldn't they give us another 2 spell slots?
Title: Quick little update (7/9/04)...
Post by: Jkal_Shihar on July 21, 2004, 03:28:55 PM
QuoteThis may be a silly question. But with all the new zones, new spells and such. Why couldn't they give us another 2 spell slots?

Be nice though, I remember reading a while back ago, before Brenlo took charge and Absor was still running the show. He gave the explanation that to add more spell slots wouldve required alot of work on the coding. And also it makes players choose there spells carefully.
But with all these changes and such where they said they couldnt do certain things cause of coding and now found other ways to implement things. I dont see why they still cant add even 1 spell slot at least.
Well heres to wishful thinking at least.
Title: Quick little update (7/9/04)...
Post by: Rhaynne on July 21, 2004, 03:35:43 PM
QuoteThis may be a silly question. But with all the new zones, new spells and such. Why couldn't they give us another 2 spell slots?

I'd rather have another 2 buff slots.
Title: Quick little update (7/9/04)...
Post by: Choppin on July 21, 2004, 03:42:55 PM
2 extra spellslots (maybe I can mem a pet heal then and eventually shrink + anull magic at same time heh)

and an extra 10 buff slots (remember they are used as debuff slots too)

that would be helpful