Re: Modulation Specialist AA delayed until January patch
Posted: Thu Jan 19, 2012 11:13 am
Pie, you obviously have never attended any kind of class on problem solving techniques.
EverQuest Magician Resource
https://www.eqmagetower.com/forums/
I actually asked for this in beta. Apparently it was not liked or not wanted because it didn't go in.Calebe wrote:To help mana regen, the 20% addition to rods help, but not a solution but once implimented it can be increased with more AA's. So a step in the right direction.
Other suggestions that I have given. Aa to reduce the cast time on gather potential, it is way to long a cast time. AA to reduce the reuse time on Gather Potential. AA to also also increase the mana returned on Gather Potential same as for rod but for Gather. So add in 20% to Gather with a lower (read as less then 5 seconds, the lower the better) cast time, and a 5 minute reuse to match the rods, and now you have something going in the right direction. They may not want one solution so gives them 2. Sure it means more grinding AA's but those extra ones will help.
Fickle was a great spell, but with chaining bolts, it just isn't used, so move the proc from Fickle to the 91 bolt so it will be cast and the proc will come into play again.
Remember turned summoned AA? Well with a lot of summoned mobs in Windsong, time to update it back to something usable, with a way less recast time, and we will (at least for this expansion) have a anti summoned AA we will use to grind, and is a T4 zone for a double win for it's use. Not sure as not in T4 raids, if there are summoned mobs but if there are, this becomes useful on raids as well.
An AA to turn the earth pets root to a snare. OK I know, but seeing if anyone read this far. It has been asked for many times and turned down, but with us getting IVU, well we can ask.
Calebe
I tend to agree with you... but then I remember the full month of brainstorming we did and sending elidroth AA idea after idea and having like almost everything we sent in rejected, and the one idea he takes (FC) he put in with less effect than we told him would be needed.Piemastaj wrote:I am not solely directing this at you, but I see a whole lot of B*tching on these boards and not a whole lot of suggestions going out that would actually help. And no not just 'we need burst' or 'we need mana regen'. That is stating our problems, a solution is coming up with new spell/AA ideas for our issues. Or other areas we can look into, to increase us.dorfillya wrote:20% is better than 10%. Thanks for that. But, overall, that is only a fraction of the help mages need for raiding.
If you look at last expansion we had practically no ideas outside of the ones I proposed for our hurting areas. That is a problem. It would be unwise to assume SOE will magically think of a way to solve our issues, we need to do it ourselves.
Less doom and gloom and more ideas would be quite nice.
At the risk of sounding apologetic here, this is not exactly true. It appears that way from the standpoint of us looking in but now that I have the ability to get in and look out, the view is very different. What actually happens is they do have ideas already and they also want ideas from players that the players want. It's their job to decide whether an ability should go in or not and isn't completely decided by Aristo or Eli. These abilities are discussed, if even somewhat limited, with a team. I'm not sure how the rejection or acceptance process works. Also, there are times it takes an aa a long time to get in as we've all seen aa's asked for over the years show up suddenly such as Selo's Kick for bards.Savil wrote:I tend to agree with you... but then I remember the full month of brainstorming we did and sending elidroth AA idea after idea and having like almost everything we sent in rejected, and the one idea he takes (FC) he put in with less effect than we told him would be needed.Piemastaj wrote:I am not solely directing this at you, but I see a whole lot of...dorfillya wrote:20% is better than 10%. Thanks for that....
Kinda kills the desire. I also find it pretty funny to consider the fact that they are payed to be devs ... to come up with ideas to make the game fun. Yet time and time again they place that responsibility back on the players because they are clueless how to do it... Which isn't hard to see why considering the fact they don't freaking play the game. Guess it would be hard to dev for a game you don't have any real insight into.
Savil
While I agree with your thoughts on dumb / stupid .. you have to admit some of the ideas being tossed around on this board are so stupid it hurts. *grin*Voragath wrote:Saying "dumb/stupid" is the problem. That's a way to alienate and put people down. You can say an idea is good or bad based on data but dumb/stupid is relative and based on personal feeling. Lets avoid doing that as that is the point of those two posts. In my aa and spell idea threads, I was trying to set up what Sven was talking about.
Harvest type 3 did not go in because it was not working. I have no idea why.
Stop complaining about the percents of the mod rod already. The percent is both health and mana. If you get 20% mana returned, it's gonna take 20% more life from you. Additionally, as someone pointed out, it can be increased more as necessary but currently it is broken and not working. Its values are a moot point until it gets fixed, if ever.
If it's not fixed in the next few months, we can use this setback as leverage to get our own personal mod rods...FINALLY.
I get what your saying, its not a "new" approach at all. The biggest issue with it is the simple fact that later usually never happens.Voragath wrote:Yes it was a joke first but then it actually was asked for as a serious ability when bard dps became a topic for bards.
The increase does come for the make it first, sometimes. It doesn't have to be made in the middle of an expansion; we just vie for a larger than normal increase on the next expansion. You are right in that there is the possibility the increase doesn't come as we have seen for many things; however, I'd imagine many people would be happier to have an ability with low numbers than no ability at all if those are the two choices.
You are also missing the strategy we were taking with some of these aa's. The strategy is to get an idea in, then use it for next expansion to get a bigger boost or couple to a new idea for a synergistic boost. Think of it as us getting our foot in the door. An example would be to take VT and make another aa similar to it so that the two can be used in conjuction to replicate the rogues' Vallon/Tallon poison abilities when the raid has more than one mage (just a made up example).
Saying an idea is bad or good is also based on feeling. Like I said if I believe an idea is bad, dumb, stupid, horrific, wtfever ect I am going to say it (just like the multiple pet buff). It is nothing against any1, it is against that person's idea. Most of us here I would imagine are not big bad bullies out to hurt people, I am one of the people who does not like sugar coating things either. If you can't handle your idea is bad or stupid or whatever, that is not my fault imho. It is called stating my opinion which I am entitled to just as much as the poster is with posting their idea.Voragath wrote:Saying "dumb/stupid" is the problem. That's a way to alienate and put people down. You can say an idea is good or bad based on data but dumb/stupid is relative and based on personal feeling. Lets avoid doing that as that is the point of those two posts. In my aa and spell idea threads, I was trying to set up what Sven was talking about.
Harvest type 3 did not go in because it was not working. I have no idea why.
Stop complaining about the percents of the mod rod already. The percent is both health and mana. If you get 20% mana returned, it's gonna take 20% more life from you. Additionally, as someone pointed out, it can be increased more as necessary but currently it is broken and not working. Its values are a moot point until it gets fixed, if ever.
If it's not fixed in the next few months, we can use this setback as leverage to get our own personal mod rods...FINALLY.