The Dark Alliance

Open Area => General Discussion => Topic started by: delay on 14 November, 2005, 11:32:07 PM

Title: Poisonspike
Post by: delay on 14 November, 2005, 11:32:07 PM
So... Any theories about why GoA chose to hot"fix" the poisonspike?

My conspiracy theory is that GoA wanted to nerf the utility value of Remedy, and thought they'd just remove one of the reasons to run with Remedy up...
Title: Poisonspike
Post by: Fenderon on 14 November, 2005, 11:58:02 PM
except that remedy doesnt work protect against the spike.. afaik
Title: Poisonspike
Post by: Hanza on 15 November, 2005, 09:15:22 AM
u forgot to consider that goa is french fend, so delay might be right :D
Title: Poisonspike
Post by: Fenderon on 15 November, 2005, 09:26:56 AM
I don't care what nationality the company have..

nerfing assassins and let the damn casters run around with 4 brittleguards and moc+LT takes the piss. I'm not coming back :)
Title: Poisonspike
Post by: Hanza on 15 November, 2005, 10:07:16 AM
Quote
I'm not coming back


 you know you are ! u can t live without this game :) i ve heard some rumors about TG boss missing you btw :p
Title: Re: Poisonspike
Post by: Trallisx on 15 November, 2005, 10:16:27 AM
Quote from: "delay"
So... Any theories about why GoA chose to hot"fix" the poisonspike?

My conspiracy theory is that GoA wanted to nerf the utility value of Remedy, and thought they'd just remove one of the reasons to run with Remedy up...


I think Tanglesnare and PS share the same timer, but there was a bug where if you cast tanglesnareand PS at the same time, both mines would appear instead of 1. In the US this was fixed so that it was no longer possible to do this. My guess is, GOA tried to implement the same fix but somehow screwed the PS ability up.

So in short I think its a hot "fix" gone very badly wrong. Lets see what happens with it

Quote from: "fenderon"
I'm not coming back
I'll make you :)
Title: Poisonspike
Post by: rhayn on 15 November, 2005, 02:24:30 PM
QQ

They sneak-nerfed PS  :(

(didn't sink in till just now)
Title: Poisonspike
Post by: Trallisx on 15 November, 2005, 03:54:15 PM
Looks like this is here to stay :(

http://vnboards.ign.com/midgard_rogue_professions/b20912/93033235/p1/?19

The above link is made by an EU player. He has sent in Rightnows and has posted the replies of the rightnows.

It seems the American servers are going to get this nerf too. I hope they realise they are doing a fine job of nerfing something which imo gives assassins a relative chance against tanks etc.

Dot Mine camping isn't going to be very efficient as you could plant a dot mine, camp for 10 mins and the next thing that comes your way is a fg. That would be a waste of the mine. Alternatively, you could disengage from combat for 2-3 seconds and then plant the mine, in which case you have missed out on the same amount of damage the mine may (resisted etc) do.

Basically the only good thing in the spymaster line is ml9 mezz poison. ml3 enduring poison is also good, but not necessarily a fight winner.

Now all they need to do is increase the number of brittle guards a caster can have, and limit the range on buffs and the stealther game will be extinct.
Title: Poisonspike
Post by: feiten on 15 November, 2005, 06:47:52 PM
i actually understand fend's frustration. i meet this theurg caster 5 times i only beat him once cause he didnt have moc upp. just stupid with the perm stun thingi theurg pet's can do. u cant do anything but stand there looking silly and hoping u die as fast as possible. actually made me quit gaming for 3 days that experience
Title: Poisonspike
Post by: Fenderon on 20 November, 2005, 01:13:35 PM
Quote from: "Friday grabbab"

Q: (Insert question here on Poisonspike, changes to Poisonspike on our European servers, and so on.)

 

A: I'm a little fuzzy on the details of what happened there. What I do know is this: Poisonspike may presently be cast during combat, and it is presently our intention to leave that alone. I don't know if that was originally considered a bug, but if it was, it's a feature now! As with everything in the game, the team might change their collective minds. For now, however, it is not scheduled to be changed. We just had a communication breakdown with our partners in Europe, and we'll take care of it.


oh my.

http://www.camelotherald.com/more/2267.shtml
Title: Poisonspike
Post by: delay on 20 November, 2005, 03:14:33 PM
...and a bleeding 10 sec disarm.

so glad i stopped playing before goa decided to shit on my keyboard
Title: Poisonspike
Post by: Kivik on 20 November, 2005, 05:06:11 PM
You guys should try it before whining so much, it's still very useful if used properly, here is a scenario:

I run stealthed I see another stealthed enemy, run towards him, pop him and keep running, eventually he will follow.
I drop the PS let it detonate on him, face and start hit him.

Can also be used on bridges, attack enemy, disengange, drop PS jump from bridge let it detonate and then kill enemy,
if he follows you into water that is. This method also help you avoid adds, works even better if you dive.

And not like it's impossible to kill anything without PS :)

Just my two cents.
Title: Poisonspike
Post by: Fenderon on 20 November, 2005, 07:56:06 PM
I've had plenty of fights with and without PS, kivik ;)

the point is GOA fixing something Mythic has decided is fine as it is.. and out of all things it's an assassinnerf .. while the OP casters still run around the bridges looking for assassins (easy rp for them).
Title: Poisonspike
Post by: Kivik on 20 November, 2005, 09:38:46 PM
Quote from: "Fenderon"
I've had plenty of fights with and without PS, kivik ;)


ok i was wrong on that point :)

Quote from: "Fenderon"
the point is GOA fixing something Mythic has decided is fine as it is.. and out of all things it's an assassinnerf .. while the OP casters still run around the bridges looking for assassins (easy rp for them).


I've only fought some casters so far, ml9, moc and brittles are damn OP, yes. But i must say casters who don't have brittles and don't use moc goes down pretty easy, pet's are gone with mezzpoison. I killed 3 casters yesterday 1 was a mentalist he used some rr5 RA but went down easily. Second was a enchanter, jumped him with mezzpoison. Third was a eldritch, just whacked him down. All of them had no brittles up, obviously.

Just avoid sorcerers and casters with brittles up :)
Title: Poisonspike
Post by: Fenderon on 21 November, 2005, 05:50:33 PM
http://forums.freddyshouse.com/showpost.php?p=2565153&postcount=155

have fun assassins!
Title: Poisonspike
Post by: Trallisx on 21 November, 2005, 06:20:38 PM
Yay!

I get to use the ability that took me so long to get :D
Title: Poisonspike
Post by: Aerendur on 21 November, 2005, 06:26:02 PM
Woohoo! :)

At least you wont know any better than the way it is now!
Title: Poisonspike
Post by: Aerendur on 23 November, 2005, 07:19:29 PM
Just to make sure all have read this. Mythic has posted something about the european poisonspike issue here.

http://www.camelotherald.com/more/2267.shtml

In short, the communication between mythic and goa went wrong and the current 'nerf' of poisonspike will be undone. It will only not be possible to cast two mines at the same time, which is what the patch was supposed to fix.

So in short, poisonspike back in combat!
Title: Poisonspike
Post by: Kivik on 23 November, 2005, 07:31:10 PM
/dance
Title: Poisonspike
Post by: tomcat on 28 November, 2005, 06:42:50 PM
lol goa need some staff that know what they do tbh tired of their shit
Title: Poisonspike
Post by: Fenderon on 02 December, 2005, 10:50:44 PM
from: http://daoc.goa.com/news/view_news.php3?id_article=3742


Quote from: "Fixes of the week"

 - In order to avoid a bug exploit present in this version we ran a fix concerning the Spymasters' Poison Spike a few weeks ago. Unfortunately this fix brought back this master ability to its first state in that it was no longer usable in combat. After talking with Mythic it turns out that it is impossible to have a better fix - which would avoid the use of the bug while enabling a normal use of the traps when in combat - before the release of version 1.80.
We therefore decided to bring back this master ability to its former version, starting today, in order to avoid punishing Spymasters who use the ability properly.
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