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Rogean
10-30-2010, 03:21 AM
Code

Rogean: Faction levels set to correct values, and cap fixed while keeping Ally disabled. (Per Research from Uthgaard).
Rogean: Disabled Home/Tutorial buttons.
Rogean: Fixed a bug causing clients to drop groups when dieing in the same zone they're bound in.
Haynar: Tons of CPU Usage Optimizations and Memory leak fixes.
Haynar: Being killed by a player who is the pet of an NPC will now cause exp loss.
Haynar: The speed of snared, feared mobs has been adjusted slightly.
Haynar: Ranged attacks should fail to activate less often when at the maximum range.
Haynar: Non-Melee damage that causes death will now be filtered properly.
Haynar: Shared Bank Slots will no longer delete items. They are still not shared slots though.
Haynar: Removed extra spell messages for direct damage spells.
Haynar: Simultaneous bind wounds on same target should now work.
Haynar: Bard Charm should now function properly when a pet is already charmed.
Haynar: Charm has been adjusted to prevent faction wars.
Haynar: Got rid of some extra spell worn off message (reenabled the worn off filter - was in a good mood and feeling nice). If you re-cast a detrimental spell and overwrite your own same spell, you will no longer get a worn off message.
Haynar: Added a few checks to try and prevent lost trade money.
Haynar: Fixed busy messages to use proper string ID based messages.
Haynar: Moved mend to use a normal timer. The client is coded to reset the ability on zoning. The server was using a persistent timer. So the client would push the button after zoning when the skill was down, and get the timers out of sync. Verified on live that mend does refresh on zoning. Now mend will refresh on zoning, the same as live, and same as the client is coded.

Content:

Nilbog: Lenka's Pouch will now spawn in the correct location.
Nilbog: Corrected Lenka Stoutheart's loottable and face.
Nilbog: Added Bronto Thudfoot's missing text about the blue beast. Fixed his face.
Nilbog: You may now be bound in Highpass Hold.
Nilbog: Assistant Kiolna will now properly reward you with the Sealed Note from Hayle.
Nilbog: Foraging tweaked. In some zones, the commons were too common. (food/water etc)
Nilbog: Corrected the headings for all zonelines between Upper and Lower Guk. You should no longer face backwards, or be disoriented.
Nilbog: Corrected typo in Ortallius quest.
Nilbog: Bouncers of Oggok and Feerrott will drop the Crude Stein more often.
Nilbog: Isabella Cellus will now rant about her paranoia.
Nilbog: Tolon Nurbyte missing text, faction, loottable fixed.
Nilbog: Corporal Lancot will once again have pathing.
Nilbog: Madame Serena is now on GuardsofQeynos faction. Added her aggro message.
Nilbog: Qeynos NPCs will be more talkative. Added aggro/death/slay messages for a variety of Qeynos npcs.
Nilbog: Elentar Bealtarik's spawn fixed. He should be much easier to find.
Nilbog: Trilani Parlone spawn location updated. You may now find her on the 3rd floor.
Nilbog: Stella Breezemoon and Ayth Niphiria no longer share the same spawn.
Nilbog: Syra Printell and Mertitt Phentilly no longer share the same spawn.
Nilbog: Vynon Estaliun and Galbasi Weaver no longer share the same spawn.
Nilbog: Added aggro messages for all the sentinels of Erudin.
Nilbog: Created the skeleton dialogue at the Paineel entrance in Tox.
Nilbog: Den Magason and Lomarc now share the same spawn.
Nilbog: an 'elf' skeleton will now flee when low on hp.
Nilbog: Crow's bar will be more flavorful. Lots of missing text and events added.
Nilbog: Tubal Weaver, Nerissa Clothspinner, and Moodoro Finharn paths and scripts updated.
Nilbog: Corrupt Qeynos Guards faction adjusted. You should no longer be kos with new characters.
Nilbog/Secrets: Fixed Tomer Instogle event in North Qeynos.
Uthgaard/Nilbog: Sigan Ilburkin will now escort players to the zoneline when asked.
Uthgaard: NPCs around the world are more festive. Enjoy.
Uthgaard: Rewrote Baobob and Chanda Miller's quests, they should work more smoothly
Uthgaard: Faction hits for Gunlok Jure's Bone Chip quest corrected
Uthgaard: Removed faction requirement from Linara and Tolkar Parlone
Uthgaard: Corrected typoes and removed brackets from Hibbs Rootenpaw's text
Uthgaard: Frostbite works again
Uthgaard: Langseax quests will now require kindly or better faction
Uthgaard: Datur Nightseer will now tell you whether you're an honored member of the temple if you ask him.
Uthgaard: The quest for the Chalice of Conquest has been implemented
Uthgaard: Experience reward for Corrupt Guard Bracers reduced
Uthgaard: The Fabulous 4 now have accurate loot tables, faction tables, dialogue and respawn times.
Uthgaard: PaladinsofUnderfoot faction implemented, Dru Razbind is now its sole member
Uthgaard: Priestess Ghalea now requires kindly or better to reward the Soil of Underfoot
Uthgaard: Orcs in Dagnor's Cauldron are now spawning correctly, dropping the correct items, on the correct faction, and have unique flavor text
Uthgaard: Added more Unkempt Preservers
Uthgaard: The guards of North Ro, East and West Commons will now attack spiders
Uthgaard: Removed Deep Fungus Mold and Distilled Spirits from vendors
Uthgaard: Removed Mullet and Dwarf Pickles from Gartona
Uthgaard: Brenzl McMannus is in the right building for the time period
Uthgaard: Added grapes to all of the appropriate vendors in North and South Qeynos
Uthgaard: Murissa Sandwhisper is now on DervishCutthroats faction, and no longer has her own faction
Uthgaard: Evin and Lisvan X`Lottl are now members of The Spurned
Uthgaard: Dvis Zexus is now a member of the Dark Bargainers
Uthgaard: Razran F`Lok is now a member of The Dead
Uthgaard: Baobob Miller is now on KaranaResidents
Uthgaard: Erudite Traveler is now a closet Dark Elf
Uthgaard: Will sappers, pillagers, and ravishers in Mistmoore will now proc Fatigue Drain
Uthgaard: Orc Oracles will now drop the correct illegible scroll, and orc apprentices will now drop the illegible cantrip
Uthgaard: Potion of the Bone Field combine is removed until Kunark
Uthgaard: Quests for the illegible scrolls and cantrips added
Uthgaard: McNeal Jocub will have less obnoxious pathing
Uthgaard: Rewrote Captain Hazran. Handing in deathfist slashed belts will no longer fail for any reason
Uthgaard: NPC spellcasting AI has been redesigned. NPCs should make smarter spell choices, and it should more closely resemble classic. In addition:
Uthgaard: NPCs will now use the Fear2 series of spells, instead of the normal Fear series
Uthgaard: NPCs will no longer cast Kunark or Velious spells
Uthgaard: NPCs will no longer use targetted aoe spells, but have gained point blank aoes to compensate, until line of sight requirements are fixed
Secrets: Innkeeper Serge's inventory should be proper now.

Wizerud
10-30-2010, 03:24 AM
Some nice fixes there, Haynar.

Ezsefix
10-30-2010, 03:30 AM
Thanks for all the fixes!!

Eta on server availability?

girth
10-30-2010, 03:39 AM
Uthgaard: NPCs will now use the Fear2 series of spells, instead of the normal Fear series


This fear2? http://www.wrathfulinquisition.com/effect_view.php?effnum=475 :

1: Stun (6.00 sec)
Cast Message 1: This is a BUG. Please report it to a GM.

Those seem odd. That site's database was data mined, but I'm assuming/hoping its possibly outdated now?

p.s. nice update, that's a ton of stuff

Shannacore
10-30-2010, 03:42 AM
Uthgaard: NPCs around the world are more festive. Enjoy.

WHAT DOES THIS MEAN

Macha
10-30-2010, 03:47 AM
guards in freeport were all scarecrows... dunno if this is related.

Wizerud
10-30-2010, 04:02 AM
Guards should give out no-drop, no-value beer when hailed. That's what SHOULD happen.

Akim
10-30-2010, 04:02 AM
Free beer? I'm game. Drunk enchanter lfg

PoeticPixie
10-30-2010, 04:07 AM
=)

Uthgaard
10-30-2010, 04:39 AM
This fear2? http://www.wrathfulinquisition.com/effect_view.php?effnum=475 :

1: Stun (6.00 sec)
Cast Message 1: This is a BUG. Please report it to a GM.

Those seem odd. That site's database was data mined, but I'm assuming/hoping its possibly outdated now?

p.s. nice update, that's a ton of stuff

I didn't just decide to assign the spells to those NPCs on a whim. That is what NPCs cast instead of fear.

Cast Message 1: This is a BUG. Please report it to a GM.

is what you would see if YOU - a player - cast the spell.

Honus
10-30-2010, 05:34 AM
You guys rock, nice update.

Darkbone
10-30-2010, 05:58 AM
OWNED

Aadill
10-30-2010, 07:33 AM
Considering that the flying kick for monk seems way overpowered, coupled with the fact that "on live," at least as it was in the kunark and on era, the FD mechanic follows the rule of not always wiping agro upon FD, why are we testing and implementing a mechanic that cannot possibly follow classic sense by using live as the basis? Mend was a 6 minute timer. UIs were specifically made to count the timer on mend. If you could simply zone to refresh it a monk would be at every zone with a train of mobs, soloing. If by "on live" you are referring to classic, I have no knowledge of it as I missed out, but if testing was done with more recent servers then this is most definitely wrong.

Ostehaps
10-30-2010, 08:11 AM
You guys rock, nice update.


+1

Lickum
10-30-2010, 09:45 AM
Considering that the flying kick for monk seems way overpowered, coupled with the fact that "on live," at least as it was in the kunark and on era, the FD mechanic follows the rule of not always wiping agro upon FD, why are we testing and implementing a mechanic that cannot possibly follow classic sense by using live as the basis? Mend was a 6 minute timer. UIs were specifically made to count the timer on mend. If you could simply zone to refresh it a monk would be at every zone with a train of mobs, soloing. If by "on live" you are referring to classic, I have no knowledge of it as I missed out, but if testing was done with more recent servers then this is most definitely wrong.

Rumor is that monks on this server are the post big nerf monks of the velious era, them soloing is still not gonna be easy. I can see somehow there being abuse though.

YendorLootmonkey
10-30-2010, 11:04 AM
Uthgaard: NPCs around the world are more festive. Enjoy.

WHAT DOES THIS MEAN

DOUBLE COMPLETE RAINBOW! ALL ACROSS THE SKY!!

Haynar
10-30-2010, 11:59 AM
Considering that the flying kick for monk seems way overpowered, coupled with the fact that "on live," at least as it was in the kunark and on era, the FD mechanic follows the rule of not always wiping agro upon FD, why are we testing and implementing a mechanic that cannot possibly follow classic sense by using live as the basis? Mend was a 6 minute timer. UIs were specifically made to count the timer on mend. If you could simply zone to refresh it a monk would be at every zone with a train of mobs, soloing. If by "on live" you are referring to classic, I have no knowledge of it as I missed out, but if testing was done with more recent servers then this is most definitely wrong.
If a mechanic or timer is hard coded into the client, then matching how the client is coded is sometimes best. Especially when it causes desyncs between the server and the client. It is not like mend is terribly overpowered in the first place. How was it in classic? I don't know. But I have no indication that is not how it was. Monks bitched about nerfs louder than any class. I never remember then complaining about a mend nerf.

Haynar

Aadill
10-30-2010, 12:11 PM
Fight at zone line - end up at 50% hp -> zone out mend to 75 -> zone in mend to 100% The original ability was on a 6 minute timer. I understand the client desyncs; I've seen it do just that, however it would be up to a few seconds off in live as though the client checked with the server to verify if it should be up or not.... With it being client controlled and refresh on zone or even /camp it's defeating the purpose of a timed ability.

Also it was never a nerf; if "in live" it now acts like that, they changed it. I can find posts that allude to the fact that you have to wait for mend to pop up.. no one ever mentions "just zone out and come back!" Surely someone in the first 4 years of EQ would've realized that and had all sorts of monkly advice about mend soloing being the best, but it's not, because that would be far too overpowered to be able to single pull a mob to the zoneline with the no agro mechanic in place, then solo it and zone back out for a complete heal. That defeats the consequences of soloing by removing ALL downtime from the equation.

Myrkskog
10-30-2010, 12:14 PM
Awesome patch as always guys!

Haynar
10-30-2010, 12:34 PM
Fight at zone line - end up at 50% hp -> zone out mend to 75 -> zone in mend to 100% The original ability was on a 6 minute timer. I understand the client desyncs; I've seen it do just that, however it would be up to a few seconds off in live as though the client checked with the server to verify if it should be up or not.... With it being client controlled and refresh on zone or even /camp it's defeating the purpose of a timed ability.

Also it was never a nerf; if "in live" it now acts like that, they changed it. I can find posts that allude to the fact that you have to wait for mend to pop up.. no one ever mentions "just zone out and come back!" Surely someone in the first 4 years of EQ would've realized that and had all sorts of monkly advice about mend soloing being the best, but it's not, because that would be far too overpowered to be able to single pull a mob to the zoneline with the no agro mechanic in place, then solo it and zone back out for a complete heal. That defeats the consequences of soloing by removing ALL downtime from the equation.
If Rogean and nilbog want it changed back, because a monk can solo at the zone line better, then rock on. I cannot fix the client/server getting out of sync any other way than how I did it. I did not ask your permission to make the change in the first place.

Maybe I can get eqclassic people to check how the mechanic is coded into the trilogy client? Good grief. Go make your own server if you don't like it here.

You got any evidence that ranger bows should do critical hits in classic? Because that is on my list of things to nerf, that I have been intentionally ignoring.

Whiny whiny whiny.

Time to nerf some stuff, rather than fix things.

Haynar

Aadill
10-30-2010, 12:51 PM
I'm not whining I'm trying to explain to you that it is broken, much like the skill caps on monk skills, the bind wound limit, the lack of agro mechanic upon standing up from FD. No, I don't know how to code those to fix them.

Bows are just as borked. They aren't supposed to critical. Go ahead and fix it.

Threatening my class with a "nerf" that is more in-line of being actually classic is fine by me, because that's the point of this server. If me pointing out the fact that the change made will easily make the class even more overpowered makes you believe I'm whining, then I'll go ahead and put my foot down... I'll try to gather some info to bug report on FD, mend, the skill caps, bows, and even a certain shaman spell, if that will help move things along quicker.

Estu
10-30-2010, 01:07 PM
a certain shaman spell

wat

Snips
10-30-2010, 04:00 PM
Thanks guys! You guys are awesome!

girth
10-30-2010, 04:24 PM
As a tank, I love the new stun fear, but it looks like its time to roll a monk with the mend thing.

Haynar
10-30-2010, 04:26 PM
As a tank, I love the new stun fear, but it looks like its time to roll a monk with the mend thing.
Tried fear kiting yet?

rachel
10-30-2010, 04:41 PM
I'm with Aadill on this one : )

I had a 56 monk quit at Pop release., I do not remember zoning and mending than zone mend zone mend kill zone mend zone mend kill zone mend zone mend kill .

But I'll def be playing my monk for the next few weeks : )

I'm sure it took a lot of work and all the devs are smarter than I am at coding/programming. Great work! The monk thing is just a tad Overpowered. for soloing. But not a huge deal.

girth
10-30-2010, 05:10 PM
Tried fear kiting yet?

Have not but I just tested my highest level snare and it's working GREAT. Very very nice job.

Randiesel
10-30-2010, 05:32 PM
I haven't had a chance to test it myself (at work) but thanks in advance for the snare/fear fix, it was definitely in need of some attention! Soloing as an SK stinks bad enough with 68% penalty, needing SoW and luck too made it terribad! :-)

h0tr0d (shaere)
10-30-2010, 09:00 PM
Mend was never on a 6 minute timer. Ever. If it is on a 6 minute timer now, that is a big nerf. Closer to 4 minutes is accurate, and classic. I don't remember about it refreshing during zone, but it isn't OP, trying to solo and use that 'exploit' would be idiocy. Feign death is definitely different then classic, but we have known that for a long time. It sure does make it easier. And Haynar is right, but it was less bitching then awareness, we would have sit-ins, because our nerfs really hurt us and our ability to be a unique class. Back when Kunark came out and every class whined they couldn't solo, and Verant started making every class a clone so everyone could solo...that was the beginning of the end. If you want to know, ask, played a monk from the beginning till now.

Malrubius
10-30-2010, 10:40 PM
Are "Faction Wars" considered to just be...mobs fighting each other? If so, I hope these stay in. One of the coolest things in classic EQ imo.

Or are they considered to be the charm bug(s) that could cause mobs on the same (or mutually friendly) faction to start fighting each other after charm was broken?

Uthgaard
10-31-2010, 12:02 AM
Or are they considered to be the charm bug(s) that could cause mobs on the same (or mutually friendly) faction to start fighting each other after charm was broken?

Uthgaard
10-31-2010, 01:07 AM
Oh I didn't explicitly list this in the patch notes. But recast delays are hardcoded into npc spellsets now. So no more getting locked down by a mob chaincasting a spell with a recast delay, you'll notice this most against cleric/paladin mobs with stuns.

Molitoth
10-31-2010, 12:41 PM
Rogean: Faction levels set to correct values, and cap fixed while keeping Ally disabled. (Per Research from Uthgaard)

What does this mean? Ally is disabled? Huh?

I'm currently having trouble getting to Ally in a certain faction.

Talori
10-31-2010, 12:54 PM
I believe at least one quest requires ally faction in order to complete (squad ring), so I assume this quest can no longer be done?

nilbog
10-31-2010, 01:27 PM
What does this mean? Ally is disabled? Huh?

I'm currently having trouble getting to Ally in a certain faction.

The eqemu faction system was incorrect in terms of the total scale of faction. This has been corrected for the top end to the bottom end. Additionally, ally faction won't be available until Velious, in which quests actually require Ally.

I believe at least one quest requires ally faction in order to complete (squad ring), so I assume this quest can no longer be done?

I thought I had changed them all with the last patch. It appears Marshal Ghobber had two different phrases for ally though, so fixed for next patch. Aside from this guy, I see nothing else that is written to require more than warmly.

Molitoth
10-31-2010, 05:26 PM
The eqemu faction system was incorrect in terms of the total scale of faction. This has been corrected for the top end to the bottom end. Additionally, ally faction won't be available until Velious, in which quests actually require Ally.
.

Ally faction seems needed for the Soulfire Quest, or else Brother Hayle is bugged. Please see my petition.

thanks!


http://www.project1999.org/forums/showthread.php?t=20349

RKromwell
10-31-2010, 10:28 PM
You got any evidence that ranger bows should do critical hits in classic? Because that is on my list of things to nerf, that I have been intentionally ignoring.



As some one that played a ranger from Beta til the end of my time on live, yes rangers did crits with their bows. At one time, during beta they played with giving all the fighter classes crits. They found it was too over powered for rangers to get crits with normal weapons but they kept them in for bows. Unless you have access to beta patch notes though, I can't prove it.

Edit:

If you have beta patch notes, rangers were given bow crits at the same time Rogues were given the ability to crit with thrown weapons. Which was buffed up, crit chance was too low, sometime just before or after RoK.

RKromwell
10-31-2010, 11:28 PM
Just for S&G I sent an email to Brad to ask him about rangers and bow crits.




On Sun, Oct 31, 2010 at 11:24 PM, Brad McQuaid <aradune********> wrote:

I think so, but that was a long time ago! I don't remember for sure.

-Brad


On Oct 31, 2010, at 8:00 PM, Jim wrote:

> Brad!
>
> Rangers in EQ, were able to crit with a bow on day one of live yes? I seem to recall it being put in during beta. Just need to solve a minor argument.
>
> Thanks
>
>




I guess everyone's memory sucks.

YendorLootmonkey
10-31-2010, 11:54 PM
If rangers got crits for Archery "later on", then certainly there would be patch notes in the archives announcing this addition/enhancement to the class. It's not something they would slip in under the radar. Therefore, it existed at release because there is no proof it was added after release.

Uthgaard
11-01-2010, 03:22 AM
In from launch.

Q: Does a ranger ever get to critical hit? I am able to critcal with the bow occasionally, but never with my 1hs/2hs.
A: Ranger's can only get critical hits with a bow. A higher DEX will increase the chance of getting a critical hit, and a higher STR will increase the amount of damage that it does. (http://web.archive.org/web/20010529123148/eq.castersrealm.com/faq/faq.asp?Action=Show&Class=Ranger)

YendorLootmonkey
11-01-2010, 05:37 AM
Nice find, Uth. Thank you for saving us from people with poor memories. :)

RKromwell
11-01-2010, 05:42 AM
All of us.

Keerarae
11-01-2010, 07:32 AM
Poo, was hoping for Ring of The Dead quest fix. Saw a 'The Dead' faction update and got all excited.

Aadill
11-01-2010, 08:52 AM
I am interested in this:

Q: Do rangers ever learn to track their corpse or the corpse of other player characters?
A: You can track other character corpses only if they are in your group, and they have died while your in the same zone. Their corpse will stay on your tracking until they zone back in.

It seems fairly worthless considering the conditions.

guineapig
11-01-2010, 03:01 PM
I am interested in this:

Q: Do rangers ever learn to track their corpse or the corpse of other player characters?
A: You can track other character corpses only if they are in your group, and they have died while your in the same zone. Their corpse will stay on your tracking until they zone back in.

It seems fairly worthless considering the conditions.

Bards are usually your best bet for corpse tracking since their song refreshes every tic and they autoface the direction of your corpse. Also there is no limit to this song, if the corpse is in the zone the bard can find it. Did I mention it's a level 1 song?

Also they can get to your corpse and drag it back to you in less time than it will take for you to find a necro that actually has the spell Summon Corpse.

guineapig
11-01-2010, 03:08 PM
As some one that played a ranger from Beta til the end of my time on live, yes rangers did crits with their bows. At one time, during beta they played with giving all the fighter classes crits. They found it was too over powered for rangers to get crits with normal weapons but they kept them in for bows. Unless you have access to beta patch notes though, I can't prove it.

Edit:

If you have beta patch notes, rangers were given bow crits at the same time Rogues were given the ability to crit with thrown weapons. Which was buffed up, crit chance was too low, sometime just before or after RoK.

EDIT:

Aye, that was live at launch and was further enhance in February of 2000 with an added damage bonus and the ability to do a "Critical Strike". Sorry could not find the info on rangers, just rogues.

Rogue Enhancements:

Rogues received several enhancements as part of this patch:

* The chance to score a critical hit with a throwing weapon has been increased significantly.
* When throwing a weapon from behind the NPC in question, a rogue now has a chance to score a "Deadly Strike", for enhanced damage above and beyond that of a critical hit.

Aadill
11-01-2010, 04:10 PM
Bards are usually your best bet for corpse tracking since their song refreshes every tic and they autoface the direction of your corpse. Also there is no limit to this song, if the corpse is in the zone the bard can find it. Did I mention it's a level 1 song?

Also they can get to your corpse and drag it back to you in less time than it will take for you to find a necro that actually has the spell Summon Corpse.

It's totally worthless as a skill but I've yet to encounter it. I guess it's the "GY" filter in the track settings, but that doesn't work. Funny that it's even a skill, though.

redghosthunter
11-01-2010, 06:20 PM
Good Work !

Intricus
11-01-2010, 08:13 PM
You know readin all this dialogue with words like 'overpowered' and 'nerf' being thrown out, only one thing comes to my mind, and I can't believe for the life of me nobody else has mentioned -- Mages. That's right. Mages are MORBIDLY and DISGUSTINGLY overpowered. If anyone, or anything is overpowered and needs a nerf, it's mages. Not monks. Not rangers. MAGES NEED TO BE NERFED.

-Mages are why your mobs are always camped.
-Mages are why your loot is always being farmed.
-Mages are why you aren't getting any experience tonight, beacuse there are NO MOBS IN SIGHT, beacuse they are overpowered, and can kill mobs they shoulden't be able to
-Mages are why there is an "imbalancement" in this project...

Oh, heheh, shucks, this isn't the R&F section....but I just took nearly 10 minutes droning on like this....I can't just delete it. Sorry, Heheheh.....

Intricus
11-01-2010, 08:16 PM
....Mages are also the reason why EVERYBODY but ME has an overpowered character they can go and fight and easilly solo a mob that is red to them, beacuse it is 3 or 4 levels higher than them, and get half a level worth of experience for....I don't have a character like this, AND IT'S NOT FAIR.

Trademaster
11-01-2010, 10:40 PM
I've been doing it wrong I guess.

Haynar
11-01-2010, 11:25 PM
You know readin all this dialogue with words like 'overpowered' and 'nerf' being thrown out, only one thing comes to my mind, and I can't believe for the life of me nobody else has mentioned -- Mages. That's right. Mages are MORBIDLY and DISGUSTINGLY overpowered. If anyone, or anything is overpowered and needs a nerf, it's mages. Not monks. Not rangers. MAGES NEED TO BE NERFED.

-Mages are why your mobs are always camped.
Wrong - If it was not mages, it would be necros. If not necros, some other class or group or guild that wants what is there and can camp it.
-Mages are why your loot is always being farmed.
Very wrong. Farmers, farm loot. People who want it just for themselves, do not farm it over and over. How freaking boring is that. Farmers find a way to farm it, no matter what, with what class they can. If they can't use a mage or necro, or whatever, then their left hand is now their "girlfriend" and they box it. Hmmm, maybe it always has been their girlfriend. Nm.
-Mages are why you aren't getting any experience tonight, beacuse there are NO MOBS IN SIGHT, beacuse they are overpowered, and can kill mobs they shoulden't be able to
You arent getting any exp tonight, because you are sitting here reading this.
-Mages are why there is an "imbalancement" in this project...
If it weren't mages, it would be some other class.

Mages need to have a few nerfs. I agree on this point. Overpowered? Sometimes. Mage pets always could do somethings even players couldn't

Haynar

Taluvill
11-02-2010, 01:28 PM
does this mean that the shared slots are safe to put items in now?