Class Feedback - Casters

Discussion in 'Spell Casters' started by ARCHIVED-Naylie, Aug 12, 2011.

  1. Phorty wrote:
    what an excellent idea!

    so necros get a bag of body parts...
    druids get a reusable shopping bag labeled "whole telon foods..."
    sorcerers get a jewelry box...
    poor psionicists they could use something there too!
  2. Sorcerer Evac - when crossing multiple chunks it has a high likelihood of crashing the sorc, although the rest of the group tend to get teleported fine.
  3. Ghostchild@Seradon wrote:
    wow I cannot believe I forgot that one. I now just fly any time an evac would move me to another chunk. This one definitely could use a fix.
  4. Like Graye & Druids, I've dug up the Psionicist summary. I'll go ahead and bump that thread too in case any psi's want to add their thoughts and I will continue to keep this list up to date.
    Demethir@Xeth wrote:
  5. Ghostchild@Seradon wrote:
    This is not restricted to sorcerers, and is a big factor in why I gave up on KDQ so early.
  6. I might get laughed at for this one but it is massively frustrating that the minion control bar is rendered nearly pointless by 'resetting' every time the pet or minion does something. both for the annoying tendency of minions to stand on top of you and for making orders such as 'always assist' or "Guard me" much clumsier/less practical. :<
    Edit: this is true for Necromancer minions and pet, i can't confirm everyone with minions has the same frustration.
  7. I'm with Demethir on a lot of the PSI issues... we had our damage reduced a couple years back, so far reduced that we're really only used for buffing, CC, and some utility in a lot of fights(Sisters, Chickens, Trials, Varking...). I would love to see our DoT spells damage increased to where they were.
    Dementia isn't even half of what Fire Pummel is (especially now that it only hits 6 or 8 targets). I understand that you 'fixed' it, but it really should hit all targets in a 10m range or do twice as much damage otherwise it's not worth using in a lot of instances.
    Thought Pulse was overpowered a long time ago, but now it's very underpowered. If we can't get TP reverted back to what it was then maybe we could get some form of upgraded TP?
    Transendence stance in my opinion is broken... the 1 minute rune buff is never up when you need it. Switching stances from transendence frustrates me every time because even though I had 5 seconds before the rune was about to refresh, I will have to wait another minute because I switched stances to debuff or gain energy in Thought Theif stance. I get mezzed and feared in Transendence from mobs post 50... this makes no sense because it says I shouldn't.
    Phrenic Rage says it is supposed to add 25% damage when it only shows a damage increase of 20%.
    Meta-mind at this time is broken... it falls off as acumen or other energy regen buffs tick. I don't believe Meta-mind is adding 10% damage either, as it seems to only be adding 2% damage to the group.
    Mindspys are a great idea, but they weren't very well thought out. I would much rather see the PSI receive (NO RENT, NOT TRADE, NO SELL) items that have the spells... much like the Sorc rings. You could call them Thought Vials and give us a ranged bag to store them in(base bag with enough slots to hold them all with no stats... maybe add another bag off a mid level caster raid mob like Zodafin). Another thing about Mindspys is that they haven't increased in power. I think our 5 piece buff from PoTA armor could be changed to remove the global cooldown from Mindspys, or used to upgrade damage/debuffs/buffs of all mindspy abilities.
    Mass Amensia has to long of a cooldown... even if it was reduced by 30 seconds it would help.
    Enthrall is another seemingly broken ability. It says it can last up to 7 minutes but usually only lasts around 45 seconds on mobs 50+ even when the mobs are lower level than the PSI.
    Please do not mess with our Epics besides maybe tweaking a few things... they work as intended and were pretty well done. The only complaint I have is that when breaking the epic mezz there is a chance that the Naz effect will remezz the mob which is a little annoying, but I can live with it.
  8. The Veranjar race racial ability is supposed to give an increase to damage but it is only affecting melee damage. Please fix the racial to increase melee and spell damage please.
  9. Short Necromancers should be Short Liches/Wraiths! :D
  10. Not having played the class at all I have come up with an amazingly cunning idea. Necromancers should get a pet that goes and gets tombstones that the master has consent for.
  11. The vain man (who has no real issues with his class yet bar visual annoyances) strikes again. Levitating NPCs have an animation that reflects that they're levitating instead of running on air. (the foot up). Can we have that please?~
  12. One more minor thing with sorcs - the Taqmir line has little use at high levels. Maybe something could be done to make it worth casting more often. It is not on the Shocking Grasp level but it is very rare that there is a point in using that spell line. If it had some type of minor effect that it put on the mob like with the psi dd that debuffs int there would be more of a reason to use the spell on occasion. Other possibilities exist as well.
  13. Overall I'm pretty happy with the Psi class, but I would like to put in a few things for consideration..
    • Mindspy needs to scale to level so that they are more useful at lvl 55
    • Remove the initial global cooldown on the mindspy weakness so that you can get the benefit of the aggression more easily
    • Many mobs are still mis-typed or give out mismatched mindspies. Often these can either heal the mob or be a weakness type that wont work
    • Make mindspies persist until death rather than be timed (we shouldnt forget everthing we learn every hour - as afer all we are Psi's, intelligent and have some form of reasonable memory?.)
    • Some mindspy report 2x or 3x damage hits, with anything after the first hit being false dmg

    • Fix our dps stance to be the 25% it states and not 20%
    • Re-fix meta-mind so it persists again and also let it stack with sorc buff

    There were some fixes from the previous wish list that were put in place, I havent had any of the original issues with them since, but others may still do.
    • Mass simulcrum was removed and is now an upgraded single version (would be nice for a little extra to make up for the loss of 2 sims)
    • POTA bonus is no longer enhanced charm, but is increased max dementia targets
    • BM Fish is no longer able to be mindspied
    • Mindspies do now persist after relog - but you still have to re-drag them etc

    Oh, and please fix the Sword of Broken Visions proc

    Thanks

    Fazz
  14. Necromancer feedback :

    Feel free to ask me here or in game any info you would require. I tried to stay on global seupt and not overload this post. I will enjoy all kind of discution about this class I play from release.

    General :

    Necromancer is missing DPS, let me explain why. Even on an agro managed fight, he will do like 25% less damage than sorc and druid, and rather close to psi damage. And I don't talk about full burns and AoEs, where he is totaly weak. If I understand it for sorc, who is close to nuker only, I dont agree for druid and psi. Those two classes have many in-combat utilies you all know, while necro "only" has meat and orb. Clearly, he could be played as buff bot it wouldn't change many things. That's why I think his place is #2 in caster dps, behind sorc.

    Pet and Minions :

    Many things have been said and are true. They lack damage, resist, hp, everything in fact and all need a heavy upgrade. Pet is missing high level grafts (lvl 55 necropsy grafts from all mobs, many heroic and legendary grafts kinds from high dungeon and raid mobs). Other features for incoming updates could be a better bag and one more graft slot. Bugs : Rinipin Heart doesn't fit into PotA bag, Heart of Blood Bonding doesn't work with all ability grafts.

    Dots :

    Turn Bane of Heaven available for all mobs even trash, last it 60s (raise damage in consequence) and allow it to crit (missing log info but at least it never proc finishing abilities). Make Divest Life stacking between necros as it isn't a debuff. Maybe think about raising the overall damage of them to bring back the necro the dps he should do.

    Nukes :

    Here is the most important part. Considering what I said before, nukes need a real upgrade to allow necro to burn fairly. Death Touch is close to useless on high content, make it back a heavy nuke on all mobs with a decent timer (30s ?). Dark Rebuke is useless to, it has poor damage and is highly affected by undead debuff Soul Blight, which is usualy not allowed in raid. Never casted in because it's more efficient to use Bone Rail even if dot part is still up, the only nuke part does more dps (Dark Rebuke will be affected by global cooldown). If we can't allow undead debuff in nigh content, this nuke should be reworked completly (no global cooldown ?). A general upgrade on the damage done by nukes would also help the necro to not feel useless in full burn periods. AoE is highly needed too, because Detonate Corpse requires... a corpse, of course, and has poor damage. Replace it by a common physical AoE would be enough, like was Noxious Malady before revamp (can be chained, normal dps).

    Epic :

    Please allow stacks of 500 stones. And before all, please make it a real epic effect, the dot portion is really weak ! The pet buff is also negligeable (secondary).

    Other stuff :

    Allow necro to rez without soul or make them more common. Crippling Blight debuff isn't efficient enough, it needs a signifiant amount of damage reduced. Another solution to have a third corpse (counting the two sacrificial beasts) is welcome too, because necro need all three for a complete buff (meat, orb and self buff). It wouldn't be necessary a raid item, so anyone could enjoy it. If possible, make Might of the Grave stacking with similar buffs (like BM).
  15. show some love for sorcs!!!

    Shocking grasp - need more dmg or some tweaks rarely used...
    Ward line - long cast time not used most of the times... ( something useful pls )
    Taqs Barage - a little bump on the damage ( i crit almost all the time witrh taqs barrage )
    Chaos Volley - can i have my old CV back pls... ( i wana die while casting my spells )
    Color spray - good at low lvls end game is worthless.. (trippy colors tho)
    I dunno if its me but i would like to see a pouch for sorcs. prob place our casted focuses in it , berries and the energy gem. kinda left out. (necros , bm has one dunno bout druids but if they dont have one heck i want druids to have one too!)
    oh the main one out of all is evac pls.. fix it....
    will edit if i remember more...
    az
  16. pets being hit by group buffs would do admirable things to scaling in practical terms. Not everyone wants to target my depressed little abomination manually <_<
  17. Sorcerer:

    Nerf Fire Pummel's maximum number of targets from unlimited to like 6.

    There I said it!
  18. psionicist - can we have less random cc-immune mobs at higher levels? like i can charm some myconids, but not all. no reason, i just cant. its aggravating to have half of my functionality on critters.

    if charmed mobs arent useable on raids because the mobs die to aoe, could we get something along the line of the coercer from eq2's perma pets, except have them get some aoe resistance?
  19. A lot of caster abilities remain broken or nearly useless. Fixing abilities should take priority over nerfing/breaking; no point in wasting time on nerfs and making more abilities pointless while many are ripe for being made useful, therefore improving the class system. Having more abilities actually have a purpose > having fewer abilities have any reason to be clicked on.
  20. Ok, no longer a lowbie and can say: while you recently increased the energy heal provided by wraith acolytes, the result is still so poor that they are still not worth summoning - they do not meaningfully impact regen.

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