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#61
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![]() Let me get this right. You knew putting in the fix that you did and not the rest of what you knew needed to go in would unfairly effect the majority of pet class players? Then you did it anyway leaving all those players to hang until you could get around to it? Am I missing something or reading this wrong?
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Clops 3X Warrior
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#62
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Maybe I should start a poll. | |||
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#63
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Haynar | |||
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#64
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#65
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Retired
Daimadoshi, Arch Magician <Divinity> Kurth, Warlock <Divinity> Kaska, Phantasmist <Divinity> Fuam, Druid 57 <Divinity> Willo, Cleric 54 <Divinity> | |||
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#66
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Now if some of the values in the database are wrong, I'm sure Haynar will get to it when he can. Yes it sucks that some of it is borked, but the change will come. It's not like he just plans on leaving it like that forever.... In the mean time we just need to be patient. I'm playing a pet class too here, so it's not like I'm not affected by this as well.. | |||
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#67
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Clops 3X Warrior
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#68
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![]() The worst part about this patch is how crippled necro pets are now. In classic, necro pets were fucking baller; they tanked better and hit harder than they did before this patch. So now necros are going quite a ways backwards from classic. Not to mention you guys never implemented pet weapon delay, even though I've mentioned it from day 1 as a staple classic EQ "element" along with sword of runes proccing on anything. So overall, this patch gives a net effect of pet classes operating even less like they did in classic than before.
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#69
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![]() Has anyone noticed absolutely awful pet pathing in dungeons as a result of this patch? I thought it was okay before, but now my pet will just randomly start fighting something because I made a small turn and he decided to go the scenic route. I was in sol a just now by the high shaman spawn, and i turn a corner, and all of the sudden my pet has a couple gnomish miners and some clockworks on him.
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#70
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