#11
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You guys rock, nice update.
__________________
I've never given a reach around to a spider monkey while reciting the pledge of allegiance.
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#12
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OWNED
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#13
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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.
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#15
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Quote:
__________________
Lickum 51 Troll Shaman
Goldteeth Redshoes 54 Erudite Enchanter Darkrush 51 Dark Elf Necromancer Powerful 51 Iksar Monk | |||
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#16
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Quote:
__________________
Another witty, informative, and/or retarded post by:
"You know you done fucked up when Yendor gives you raid commentary." - Tiggles | |||
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#17
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Quote:
Haynar | |||
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#18
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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. | ||
Last edited by Aadill; 10-30-2010 at 12:23 PM..
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#19
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Awesome patch as always guys!
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#20
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Quote:
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 | |||
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