Animist TL Report 1.66 Feedback

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tout frait tout chaud sorti de la board animist:

1.0 Overview

Little has changed balance-wise for Animists since my last report. We're still waiting on important bug fixes and the vast majority of Animists are still forced to specialize primarily in Arborial Mastery to feel useful. While Trials of Atlantis is a fantastic expansion, it is hard for many Animists to enjoy many of its areas because of the plethora of pathing-related bugs. Bad pathing is truly devastating to a class that relies on pathing just to nuke.

2.0 Concerns

2.1 Concern I - Bugs

Turrets trying to cast on things they can’t see, the constant “can’t cast in the air” messages, bombers getting stuck on keep doors (again), bombers getting stuck in mid-air, bombers running off randomly away from their target, the Verdant PBAE still not benefiting from Animist acuity and normal delve multipliers, the Wisp line not debuffing in PvE, various AI problems, etc… Animists bugs are really hurting the class. As long as they remain unfixed, Animists are going to continue to suffer even if other changes are implemented.

We've been making great progress on character ability related bugs in general, and animist bugs specifically, including the "can't cast in air" problem. Be sure and keep the animist bugs updated in the TL bug forum and expect lots of fixes in upcoming patches.

2.2 Concern II - Turrets Stealing Realm Points

It was discovered recently that pets that steal experience also steal realm points. This is a serious problem. Turrets are stealing as much as 50% of Animists’ realm points. Animists (Creeping and Verdant Animists especially) rely on their turrets in RvR. While the experience penalty is understandable in PvE because mobs are stupid and don’t know how to deal with turrets, a realm point penalty is uncalled for. Turrets are certainly nice in RvR, but because players are much smarter and better equipped to easily negate them, a realm point penalty is simply not deserved.

This is something we can look into.

2.3 Concern III - Turrets in Trials of Atlantis

Animists are having a hard time dealing with many encounters because turrets are firing on things they aren’t supposed to. Turrets are firing on mobs that guard the Animist from leaving an encounter. Turrets are firing on mobs that are merely there to spectate an encounter. Turrets are prematurely firing on things the Animist isn’t supposed to fight until a dialogue is completed. Turrets are prematurely fighting things that are supposed to be fought in a certain order. This makes many encounters more difficult than they need to be for Animists.

This is something inherent to the design of turrets. I understand the concern but I am not sure there is a feasible solution other then being more selective when placing turrets.

2.4 Concern IV - Crowd Controlling Turrets

Nothing is more painful than watching the enemy crowd control 2.5 power bars' worth of turrets. While players get to benefit from radius reductions, resists, and possibly Determination, turrets get none of those things. While this is certainly a problem for any pet, turrets are hit far worse. Not only are FnF turrets on timers (meaning the crowd control effectively reduces the turret's active lifespan), but all turrets are stationary, meaning they only cover a certain small area. Crowd control allows the enemy to easily move through that area so that the power spent summoning those turrets goes completely wasted. At least with a normal pet, once the crowd control has faded, they can still go chasing after the enemy. With turrets, once the enemy is gone, there's no catching up.

When we get around to the pet review, pet susceptibility to crowd control is likely one of the things that will be addressed.

3.0 Specline Issues

3.1 Specline I - Arborial Mastery

- Higher level Tangler versions remain pretty much useless.

We need to look into why this is the case overall with many animist pets. The higher level choices should be preferable in most situations.

- The baseline lifetap line lacks a 50th level version, making Animists the only caster without a 50th level baseline nuke.

Not sure why this is an issue in and of itself.

- Arborial Animists have to deal with power management problems that no other nuker has to deal with because of how easily bombers can be wasted (due to both pathing and targets dying before bombers can reach them).

Pathing is something we're continually trying to improve, but we understand the issue and frustrating with having pets path their way up stairs and things to get to a target that is clearly in LOS.

3.2 Specline II - Creeping Mastery

- Creeping really needs more to attract people to it. The line in general is fairly weak in its current form.
- The Sporespawn line’s duration should match the Spore Launcher line. Its current duration seems to have been implemented with the idea that people would fight around it. Just try getting an enemy to stay in a 350 radius circle in RvR for any decent length of time, let alone when there’s a big mushroom making it obvious that they shouldn’t be standing there.
- As long as the roots are on bombers, they’re going to remain severely inferior to normal roots and leave Animists with little in the ways of defense.
- The Dancing Flame line needs upward tweaking.


3.3 Specline III - Verdant Mastery

- Verdant really needs more work to make it attractive.
- The Briar Burst line must be fixed immediately. I cannot stress this enough.
- Ligneous Shields should be coordinating their efforts. Currently, multiple Ligneous Shields are useless because they all cast on the same person at the same time.
- Ligneous Shields need to be made for more effective in general. Currently they’re very expensive, but slowly cast a very ignorable effect. Even the top version, a 60hp ablative with a maximum absorption of 25%, is highly ineffective.
- The Emissary line needs help. Single target, short duration effects are of little use in RvR because it is very difficult to chaincast them in RvR. Sooner or later you’re going to find yourself being interrupted or having to run away.

Creeping and Verdant both could use some help overall, but our focus is dealing with animist bugs first.

4.0 New Issues

- Root bombers have stopped casting on targets that have already been rooted. In PvE, this is truly ridiculous because a mob can be rerooted after the first breaks, it just doesn’t last as long. In RvR, this can be devastating as I might be trying to cast an AE root and while the target might be immune, those around him/her might not be.

Report this in the bug forum.

5.0 Other Issues

1. The baseline root should be a 2.5s cast, not 3.0s.
2. There needs to be a way to release all FnF turrets at once.
3. There should be a way to pacify all FnF turrets.
4. AE bombers that cast effects should be casting on things that already have the effect, so that those in the radius that don’t can get it.
5. We need feedback when a debuff lands successfully. Currently we only get a message if we're resisted.

Report all of the above in the bug forum.

6. Please ensure that all Animist changes make it into the patch notes.

Given the sheer number of bugs we've been fixing over the past several weeks, we cannot ensure that everyone makes it into the patch notes. All class affective changes will be duly noted.

6.0 Item Problems

- There is a huge lack of Animist drops in the old world.
- Animist gear in Darkness falls lacks Arborial and Creeping bonuses.
__________________
http://sign.daoc-stats.de/Broceliande/172/Sylod+TheWise.png
Conclusion :

- aucun changement à prévoir chez l'animiste avant que les bugs soient résolus

- ils travaillent sur les bugs.
Ca fait un an qu'ils disent la même chose et on a pas vraiment vu d'améliorations donc ...
J'aime particulièrement que le problème des tourelles qui essayent de tirer sur des cibles qu'elles ne peuvent pas toucher soit carrément éludé alors que c'est le problème principal en RvR

- le DD lvl 50 ça serait fait exprès que l'animiste reste le dernier mage à ne pas en avoir, alors que tous les mages ont maintenant un DD lvl 50 y compris les classes alb avec leur drain de vie. J'y crois très fort
On n'est jamais mieux servi que par soi même :)
1.0 Overview

Little has changed balance-wise for Animists since my last report. We're still waiting on important bug fixes and the vast majority of Animists are still forced to specialize primarily in Arborial Mastery to feel useful. While Trials of Atlantis is a fantastic expansion, it is hard for many Animists to enjoy many of its areas because of the plethora of pathing-related bugs. Bad pathing is truly devastating to a class that relies on pathing just to nuke.

2.0 Concerns

2.1 Concern I - Bugs

Turrets trying to cast on things they can’t see, the constant “can’t cast in the air” messages, bombers getting stuck on keep doors (again), bombers getting stuck in mid-air, bombers running off randomly away from their target, the Verdant PBAE still not benefiting from Animist acuity and normal delve multipliers, the Wisp line not debuffing in PvE, various AI problems, etc… Animists bugs are really hurting the class. As long as they remain unfixed, Animists are going to continue to suffer even if other changes are implemented.

We've been making great progress on character ability related bugs in general, and animist bugs specifically, including the "can't cast in air" problem. Be sure and keep the animist bugs updated in the TL bug forum and expect lots of fixes in upcoming patches.

2.2 Concern II - Turrets Stealing Realm Points

It was discovered recently that pets that steal experience also steal realm points. This is a serious problem. Turrets are stealing as much as 50% of Animists’ realm points. Animists (Creeping and Verdant Animists especially) rely on their turrets in RvR. While the experience penalty is understandable in PvE because mobs are stupid and don’t know how to deal with turrets, a realm point penalty is uncalled for. Turrets are certainly nice in RvR, but because players are much smarter and better equipped to easily negate them, a realm point penalty is simply not deserved.

This is something we can look into.

2.3 Concern III - Turrets in Trials of Atlantis

Animists are having a hard time dealing with many encounters because turrets are firing on things they aren’t supposed to. Turrets are firing on mobs that guard the Animist from leaving an encounter. Turrets are firing on mobs that are merely there to spectate an encounter. Turrets are prematurely firing on things the Animist isn’t supposed to fight until a dialogue is completed. Turrets are prematurely fighting things that are supposed to be fought in a certain order. This makes many encounters more difficult than they need to be for Animists.

This is something inherent to the design of turrets. I understand the concern but I am not sure there is a feasible solution other then being more selective when placing turrets.

2.4 Concern IV - Crowd Controlling Turrets

Nothing is more painful than watching the enemy crowd control 2.5 power bars' worth of turrets. While players get to benefit from radius reductions, resists, and possibly Determination, turrets get none of those things. While this is certainly a problem for any pet, turrets are hit far worse. Not only are FnF turrets on timers (meaning the crowd control effectively reduces the turret's active lifespan), but all turrets are stationary, meaning they only cover a certain small area. Crowd control allows the enemy to easily move through that area so that the power spent summoning those turrets goes completely wasted. At least with a normal pet, once the crowd control has faded, they can still go chasing after the enemy. With turrets, once the enemy is gone, there's no catching up.

When we get around to the pet review, pet susceptibility to crowd control is likely one of the things that will be addressed.

3.0 Specline Issues

3.1 Specline I - Arborial Mastery

- Higher level Tangler versions remain pretty much useless.

We need to look into why this is the case overall with many animist pets. The higher level choices should be preferable in most situations.

- The baseline lifetap line lacks a 50th level version, making Animists the only caster without a 50th level baseline nuke.

Not sure why this is an issue in and of itself.

- Arborial Animists have to deal with power management problems that no other nuker has to deal with because of how easily bombers can be wasted (due to both pathing and targets dying before bombers can reach them).

Pathing is something we're continually trying to improve, but we understand the issue and frustrating with having pets path their way up stairs and things to get to a target that is clearly in LOS.

3.2 Specline II - Creeping Mastery

- Creeping really needs more to attract people to it. The line in general is fairly weak in its current form.
- The Sporespawn line’s duration should match the Spore Launcher line. Its current duration seems to have been implemented with the idea that people would fight around it. Just try getting an enemy to stay in a 350 radius circle in RvR for any decent length of time, let alone when there’s a big mushroom making it obvious that they shouldn’t be standing there.
- As long as the roots are on bombers, they’re going to remain severely inferior to normal roots and leave Animists with little in the ways of defense.
- The Dancing Flame line needs upward tweaking.


3.3 Specline III - Verdant Mastery

- Verdant really needs more work to make it attractive.
- The Briar Burst line must be fixed immediately. I cannot stress this enough.
- Ligneous Shields should be coordinating their efforts. Currently, multiple Ligneous Shields are useless because they all cast on the same person at the same time.
- Ligneous Shields need to be made for more effective in general. Currently they’re very expensive, but slowly cast a very ignorable effect. Even the top version, a 60hp ablative with a maximum absorption of 25%, is highly ineffective.
- The Emissary line needs help. Single target, short duration effects are of little use in RvR because it is very difficult to chaincast them in RvR. Sooner or later you’re going to find yourself being interrupted or having to run away.

Creeping and Verdant both could use some help overall, but our focus is dealing with animist bugs first.

4.0 New Issues

- Root bombers have stopped casting on targets that have already been rooted. In PvE, this is truly ridiculous because a mob can be rerooted after the first breaks, it just doesn’t last as long. In RvR, this can be devastating as I might be trying to cast an AE root and while the target might be immune, those around him/her might not be.

Report this in the bug forum.

5.0 Other Issues

1. The baseline root should be a 2.5s cast, not 3.0s.
2. There needs to be a way to release all FnF turrets at once.
3. There should be a way to pacify all FnF turrets.
4. AE bombers that cast effects should be casting on things that already have the effect, so that those in the radius that don’t can get it.
5. We need feedback when a debuff lands successfully. Currently we only get a message if we're resisted.

Report all of the above in the bug forum.

6. Please ensure that all Animist changes make it into the patch notes.

Given the sheer number of bugs we've been fixing over the past several weeks, we cannot ensure that everyone makes it into the patch notes. All class affective changes will be duly noted.

6.0 Item Problems

- There is a huge lack of Animist drops in the old world.
- Animist gear in Darkness falls lacks Arborial and Creeping bonuses.

Noted for item folks.
en gros, le feedback est un gros foutage de gueule de la part de mackey (le mec ki fait les réponses).

réponses evasives, aucune dates de données, et toujours la même rengaine: on a bcp de chose prévue pour l'animiste, mais pas maintenant
- The baseline lifetap line lacks a 50th level version, making Animists the only caster without a 50th level baseline nuke.

Not sure why this is an issue in and of itself.



=> ça c'est de la réponse spé Mackey
En gros on peux toujours attendre que la classe et ses bug soit revue, le jour ou il se pencherons dessus on aura tous arrêter DaoC


J'adore comme toujours les non-réponses en vue de la voir de verdure..
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