Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

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TheBeagle

JunkiesNetwork Donor
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I took a Waylay to the face yesterday trying to solo a rockgoblin or some shit. Can I use withdraw to avoid it or am I shit out of luck as a ranger?
 

Mat'hir Uth Gan

Trakanon Raider
321
1,023
I took a Waylay to the face yesterday trying to solo a rockgoblin or some shit. Can I use withdraw to avoid it or am I shit out of luck as a ranger?

Theoretically, yes. It seems like some abilities aren't working fully yet. The Rogue has an ability where he makes a shadow of himself that takes the next melee attack, and that's not working with absorbing the Waylay atm. Ranger may or may not be in the same boat.

Waylay is close range though, so as a Ranger you might be able to just kite it. Not sure when you get all your kiting abilities, but Rangers do be kiting shit in the 20s.
 
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Flobee

Vyemm Raider
2,724
3,146
Patch notes for this week pretty light. Hopefully people will start grouping again at least

  • Increased the experience bonus for elite NPCs and added a scaling modifier to the elite NPC experience bonus based on the NPCs level.
NPC
  • Bonespike can now be interrupted
Cleric
  • Writ of Refreshing cooldown removed
  • Bond of Protection fixed
  • Divine Enfeeblement changed to level 20 in the codex
  • Invigorate buff duration normalized to 45 minutes
  • Conviction removed from GCD
  • Inspire Allies removed from GCD
Dire Lord
  • Dire Mark fixed
  • Blood Draw adds provoking phantom stacks
Enchanter
  • Chaotic Imbuement duration increased to 15 minutes
Monk
  • Gate of Anger upkeep cost removed, block rating removed, tooltip updated to 200% threat (not 250%)
  • Chi Shield moved to Utility bar
  • Chi Shield no longer breaks early on DoT or climate effects
Ranger
  • Ferocious Assault fixed a graph issue where two parts of the attack were overlapping
Rogue
  • Shadow Clone buff icon should show correctly
  • Explosive Decoy added to vendors
  • Elixir of Opportunity added to vendors
  • Toxic Elixir added to vendors
  • Escape Artist cost reduced to 2 opportunity
  • Flash Bomb should toggle off auto-attack properly
  • Smoke Trick toggles auto attack off
  • Shadow Step cooldown adjusted to 30 seconds
Summoner
  • Shield of Spinning Blades damage increased
  • Orbiting Swords damage increased
Items
  • Added itemization for Monks to the Lost Orcs
  • The Greenmyst Cloth Wristbands should now equip to the appropriate slot.
  • All shields have been rebalanced to account for changes in the block formula that were introduced with EA. As a result, all shields should now be more effective equipment options.
  • Note: Crafted Shields will undergo further tuning and changes in future updates.
Crafting Weaponsmithing/Armorsmithing
  • The schematic for the Combatant's Heavy Knuckles should now properly accept its components.
  • The schematic for the Arena Fighting Gloves should now properly accept its components.
Tailoring/Leatherworking
  • The schematic for the Proficient's Robe should now properly accept its components.
 
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moonarchia

The Scientific Shitlord
24,571
46,268
Patch notes for this week pretty light. Hopefully people will start grouping again at least

  • Increased the experience bonus for elite NPCs and added a scaling modifier to the elite NPC experience bonus based on the NPCs level.
NPC
  • Bonespike can now be interrupted
Cleric
  • Writ of Refreshing cooldown removed
  • Bond of Protection fixed
  • Divine Enfeeblement changed to level 20 in the codex
  • Invigorate buff duration normalized to 45 minutes
  • Conviction removed from GCD
  • Inspire Allies removed from GCD
Dire Lord
  • Dire Mark fixed
  • Blood Draw adds provoking phantom stacks
Enchanter
  • Chaotic Imbuement duration increased to 15 minutes
Monk
  • Gate of Anger upkeep cost removed, block rating removed, tooltip updated to 200% threat (not 250%)
  • Chi Shield moved to Utility bar
  • Chi Shield no longer breaks early on DoT or climate effects
Ranger
  • Ferocious Assault fixed a graph issue where two parts of the attack were overlapping
Rogue
  • Shadow Clone buff icon should show correctly
  • Explosive Decoy added to vendors
  • Elixir of Opportunity added to vendors
  • Toxic Elixir added to vendors
  • Escape Artist cost reduced to 2 opportunity
  • Flash Bomb should toggle off auto-attack properly
  • Smoke Trick toggles auto attack off
  • Shadow Step cooldown adjusted to 30 seconds
Summoner
  • Shield of Spinning Blades damage increased
  • Orbiting Swords damage increased
Items
  • Added itemization for Monks to the Lost Orcs
  • The Greenmyst Cloth Wristbands should now equip to the appropriate slot.
  • All shields have been rebalanced to account for changes in the block formula that were introduced with EA. As a result, all shields should now be more effective equipment options.
  • Note: Crafted Shields will undergo further tuning and changes in future updates.
Crafting Weaponsmithing/Armorsmithing
  • The schematic for the Combatant's Heavy Knuckles should now properly accept its components.
  • The schematic for the Arena Fighting Gloves should now properly accept its components.
Tailoring/Leatherworking
  • The schematic for the Proficient's Robe should now properly accept its components.
My monk is getting hooked the fuck up this weekend.
 
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Mat'hir Uth Gan

Trakanon Raider
321
1,023
Joppa said they are alternating weeks between significant content patches and lighter patches. Haven't looked at this one yet, but I think it's mostly just group xp adjustments and some loot added.
 

Daidraco

Avatar of War Slayer
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Just to be "that" guy: I love that just in the last page, Bone Spike was mentioned as too hard, and then explained it was nerfed, and then within the following page in the patch notes - we find out that it was uninterruptable. /SipsTea But no seriously - Im all for abilities having some imagination, but none of the shit that was mentioned were imaginative enough to give a fuck about them nerfing the abilities. "Oh fuck. I accidentally hit my interrupt early. Guess I can just go afk now that I know Im going to die, regardless of what I do, during this fight." This is not good game design - this is some "no map" bullshit.

Some really good changes to Cleric, though. Hopefully those changes to Elite exp make it worth it for people to not fuck off to SP and EP's at late teens and forego grouping. But I'm just gonna have to depend on parsing streams to see how it all plays out for exp/hour. Basically sitting on my hands waiting for the pvp server so I dont burn tf out by then.
 
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Slyminxy

Lord Nagafen Raider
792
-680
Pretty much any damaging ability that was challenging. Mostly on group mobs in the "dungeons", but some overland mobs as well.

On group mobs (currently chevron mobs), the level 5 skeletons used to Bone Spike, which would kill your tank if he didn't shield against it. It now takes like 25-40% health and you can ignore shielding it. Disease Cloud on the caster version of those same skellies would AoE wipe the group if you didn't have someone silencing/interrupting or curing disease. Now, it's negligible damage and nobody cares if it is cast.

The level 8-10 Goblin Group mobs in the first "dungeon" (Goblin Caves outside Thronefast, which is a massive area) had pretty much every single ability tuned down drastically. The Geomancers used to be able to AoE wipe the group with their fire AoEs if you they weren't interrupted. It was a fairly long cast though. Now, they just do moderate damage, no need to try and interrupt. The Goblin Savages used to do a 6 second wind up ability that would wipe the group if it wasn't interrupted. The Goblin Ritualists (Shaman), would kill you in seconds with their poison DoT if you didn't have remove poison, and they could almost complete heal if you let them cast their HoT on themselves. Both of those have been dumbed down to where it's minor annoyances. You still want to interrupt the heal though as it extends fights. The warrior goblins, still in the cave, had an ability named Pressure Plate (which is still in the game), that basically was a casted damage reflect. This one ability made discord cry for months about how hard it was. Because if they got the cast off uninterrupted, it would reflect any DoTs currently on the mob as well as any damage taken for the next 10-15 seconds. You had to turn attack off if you didn't block the ability from going off. Wizards kept killing themselves in one shot, and Shaman were getting eaten up by their DoTs. The damage reflect was probably 100-200%. It's now like 5-10%. You just ignore it completely and keep fighting.


In the overland, the Lost Orc would drop a bomb on the ground that would explode and kill the entire group. You had to watch for it and simply drag the mob away. Very similar to the dwarves in Gnomeregan in WoW. That got removed.

The Bears would Maul. If you didn't shield the Maul, you would die from a crit. If the healer didn't have a heal dropping as the Maul hit, you'd die from the follow up attacks. It was easy if you paid attention. The Deers would "Buck", this was a massive melee haste for 10 seconds. You had to shield or heal through that or the tank would die. If you let them get the ability off. That particular ability may have been uninterruptable though. But it made you pay attention as a team. Both of those abilities have been removed/or made negligible.

I can't express enough how many people cried on the Discord about how the game was too hard. And it was shocking to see that some of the most hardcore players, at least in terms of time spent playing the game and leveling, were the loudest. It was sad. And Joppa continually kept dumbing down the game. And the saddest part was that a lot of the people/groups complaining weren't running a two healer comp. I always had a Shaman/Cleric combo in my group, we never had any problems. You just had to pay attention. And we always did the hardest content available. The groups that were geared for more DPS to level faster should have had a harder time with the more damaging content because they chose to forego the second healer to try and speed up leveling. The game was great, it was hard, it was rewarding in the sense that it actually rewarded the groups that paid attention and had high individual skill caps with their class mechanics.

Right now, all of that is gone and removed. Maybe it got pushed to higher levels. But the 1-20 game is insanely easy now. They have ONE ability left (Waylay) that requires you to actually shield/heal through it, and you're seeing people complain about that being too hard and it needs to come out. It's fucking embarrassing as a fellow gamer, who is an old fart, to watch people continually demand the easiest/simplest approach to leveling/obtaining rewards. And it's sad that Joppa listens as much as he does. The game is still good, it used to be better. At least in terms of combat. The rest of the game has come a long way and is definitely much better.

It's sad watching all that as a gamer and thinking what will people do when criticism is thrown their way.

Just like yesterdays stream. "Do stats matter?" oh yeah, let's buff ourselves to 60 strenght and show that it in fact, does matter.. but only for auto-attacks :p
 

Daidraco

Avatar of War Slayer
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Oh look. Just like I predicted they would do - Copy New Worlds Overwolf App that just puts a pin on a 3rd party map... its now being done with Pantheon.


200.gif
 
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Mat'hir Uth Gan

Trakanon Raider
321
1,023
Just to be "that" guy: I love that just in the last page, Bone Spike was mentioned as too hard, and then explained it was nerfed, and then within the following page in the patch notes - we find out that it was uninterruptable. /SipsTea But no seriously - Im all for abilities having some imagination, but none of the shit that was mentioned were imaginative enough to give a fuck about them nerfing the abilities. "Oh fuck. I accidentally hit my interrupt early. Guess I can just go afk now that I know Im going to die, regardless of what I do, during this fight." This is not good game design - this is some "no map" bullshit.

Some really good changes to Cleric, though. Hopefully those changes to Elite exp make it worth it for people to not fuck off to SP and EP's at late teens and forego grouping. But I'm just gonna have to depend on parsing streams to see how it all plays out for exp/hour. Basically sitting on my hands waiting for the pvp server so I dont burn tf out by then.


It's a physical attack, so you would just shield/parry/heal through it. Hard stuns could interrupt it, like the Paladin. Not sure what they did to it now. It was already pretty much something you could ignore. At one point in time, it was legitimately terrifying and if you missed a shield as the tank, you prayed it didn't crit and kill you outright.

Folks have varying opinions. The game appears to be doing well atm, so maybe I'm the outlier that enjoyed it being more difficult. And you're right, if you hit your shield too soon, which was kind of hard to do, but possible, you did often die. At least to crits. And if no crit, you just hoped your healer had the big heal coming as soon as Bone Spike landed. But, all that is long gone now. Waylay kind of fills that gap a bit. I hope they leave that in at least.

But I will push back a smidge and say at no point, at least on the Dire Lord, did I ever feel like I couldn't dictate and make a difference with my choices during a fight. They can shield spells and physical attacks though, along with several other options like Silence, Blood Fiend, and Life Tap, so maybe it was just that class that could handle difficulty well in all its forms. And all it required not to miss a shield was to simply pay attention. And I worry that a lot of people might want a game where they don't have to pay attention and can half-ass it while watching movies on the other monitor.
 

Daidraco

Avatar of War Slayer
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10,908
It's a physical attack, so you would just shield/parry/heal through it. Hard stuns could interrupt it, like the Paladin. Not sure what they did to it now. It was already pretty much something you could ignore. At one point in time, it was legitimately terrifying and if you missed a shield as the tank, you prayed it didn't crit and kill you outright.

Folks have varying opinions. The game appears to be doing well atm, so maybe I'm the outlier that enjoyed it being more difficult. And you're right, if you hit your shield too soon, which was kind of hard to do, but possible, you did often die. At least to crits. And if no crit, you just hoped your healer had the big heal coming as soon as Bone Spike landed. But, all that is long gone now. Waylay kind of fills that gap a bit. I hope they leave that in at least.

But I will push back a smidge and say at no point, at least on the Dire Lord, did I ever feel like I couldn't dictate and make a difference with my choices during a fight. They can shield spells and physical attacks though, along with several other options like Silence, Blood Fiend, and Life Tap, so maybe it was just that class that could handle difficulty well in all its forms. And all it required not to miss a shield was to simply pay attention. And I worry that a lot of people might want a game where they don't have to pay attention and can half-ass it while watching movies on the other monitor.
Which is kind of what Im saying, but not really. Like you guys that are in opposition to changing these abilities in one way or another say that you dont want the game to be "easy" like WoW. But in that same breath, want the game to be like EverQuest... and in the same page of the thread, we have people saying that in EQ.. the main ability to interrupt for trash mobs was ... Gate. ...
Someone Reaction GIF


So Im going to go against the grain, and use.. probably one of the most popular times in WoW to explain the difference in abilities that make you pay attention... but we're not fucking over the guys that just want to get drunk, which Ive met in Pantheon. Not fuck over the guys that just want to get fucking high, which Ive met an ABUNDANCE of in Pantheon.. or just really fuck over Little Timmy that is funny as fucking shit, but cant play the god damn game worth a fuck (which is also in ABUNDANCE in Pantheon). You know, all the people that couldnt raid or group with you anymore in WoW because it got hard (wait, no... WoW's easy I thought?)

So lets go over the Trash in Molten Core from WoW (The time where you can gather 40 fucking idiots and clear a whole g'd raid, and people LOVED it and we didnt have to exclude fucking ANYONE:
Core Hound(s): Big Bleed - lasts a while and is curable. Also, in packs, damage scaled down, will respawn if not all killed at once.
Core Rager: Trash for Boss - Aura, snare with slight DOT (separate from Boss)
Fire Lord: Dispellable DOT, summons adds that need to be killed immediately.
Firesworn: AOE interrupts with low damage, dont separate from pack to stave off Fire Buff, explodes on death.
Flame Imps: Fast Respawn, nothing notable - an annoyance in place to keep you from zerging.
Flamewalker: Debuffs tank to increase damage taken, and stuns "nearby" players (Healers need to be at max range)
Lava Surgers: Charges furthest player, have all players move in.
Molten Giants/Destroyers: Often paired together as one is CC and one is a DPS. Tank away from each other.
(Omitting the rest because theyre inconsequential, or they are a boss.)
If you look over those abilities, none of them.. as they are trash mobs... are abilities which will one shot the tank. None. Not a single one. Lets think of the trash on the way to Trakanon in OS, for Everquest... Uhmmm trying to compare raids, but hell.. Im thinking of everything I can and for three expansions, not a single fucking trash mob in EQ did anything more dangerous than Gate. The most popular time of EverQuest.

Hell, you get unlucky in Manor and one mob will AOE fear you, while the other fucking mob one shots you... And you're supposed to.. what.. in that situation? Ya'll are just fucking whacked in my head. Theres no strategy there, thats just a fuck you. "Oh sorry. Only two classes can CC and some mobs are immune to CC, and to make it better, we made it so its better for the CC classes to go solo.. Oh and sorry, the monk FD doesnt work."
 
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Khane

Got something right about marriage
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Hey man, quads were scary in Velious if your enchanter couldn't be bothered to press the tash button and the shaman kept getting resisted, then killed! It was really hard!
 
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Nirgon

Log Wizard
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23,321
I miss the unsheathed glowing magic weapons in daoc and glow sticks when you casted with the high end ones

Bet they'd look sick with the geo lights tech of today
 
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yerm

Golden Baronet of the Realm
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16,825
Eq didn't have a ton of gimmicks where you needed to actively hold cooldowns so you could hit something or the tank/group dies. That was very much a wow thing. Calling it skill is pretty rough; ddr gameplay of just if x then press y is not talent. An eq mess where you try to cope by kiting, or weird splits, or creative agro bouncing... that shit was using skill. Even the supposed interrupt stuff, gate or ch casting mobs, you could also deal with proactively by draining mana or positioning so it doesnt hurt you or just a dps burn.

But eq did have one "save your ability and press it at the correct timing moment or else the tank dies" feature: complete heal chains! Man were clerics that were able to press their button correctly and not get distracted good at the game. A real skill check for sure.

There are a billion better ways to make a game fun besides timed gimmicks. Clicking a certain button whenever a light flashes is not skill.
 

moonarchia

The Scientific Shitlord
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46,268
RL had to be a bitch and make me do stuff during my game time, then they took servers down for a patch, so I wasn't able to get any grouping done. Sucks, but how it goes. SMN is 17 now, and going to be my focus until 20 so I can farm the ever loving fuck out of AVP orcs. Still need a couple pieces of mossclaw, and greenmyst, and now the monk set.

SMN was my first toon past 15, and I do really like it. Inefficient as fuck for white/yellow hunting, but dbs all day long. After the xp changes this is just fine. Once monk gets a full set of the new gear I may do switch to it, though. The only limiter my monk has at 10 is low hp. Miss one resonance and you are looking at a 50% chance of a corpse run.
 

Mat'hir Uth Gan

Trakanon Raider
321
1,023
Eq didn't have a ton of gimmicks where you needed to actively hold cooldowns so you could hit something or the tank/group dies. That was very much a wow thing. Calling it skill is pretty rough; ddr gameplay of just if x then press y is not talent. An eq mess where you try to cope by kiting, or weird splits, or creative agro bouncing... that shit was using skill. Even the supposed interrupt stuff, gate or ch casting mobs, you could also deal with proactively by draining mana or positioning so it doesnt hurt you or just a dps burn.

But eq did have one "save your ability and press it at the correct timing moment or else the tank dies" feature: complete heal chains! Man were clerics that were able to press their button correctly and not get distracted good at the game. A real skill check for sure.

There are a billion better ways to make a game fun besides timed gimmicks. Clicking a certain button whenever a light flashes is not skill.

Pantheon already has all of that stuff. You can kite. You can bounce aggro. You can split mobs in a myriad number of ways with traps, roots, snares, etc... You can even do some fairly creative body pulls by walking the mob away from his friends before he aggroes. There's definitely a skill difference with pulling right now as well as soloing, especially soloing group mobs.

There is no flashing button telling you to do something. You have a wide range of abilities to handle a situation, such as an attack that can potentially kill you. You can shield yourself, you can force a parry, you can silence the mob, you can stun the mob, you can sprint out of range, you can throw a trap, etc...

What I'm referring to skill as is making split second decisions on how to counter a dangerous attack with your limited kit in the best way possible. With the penalty for not being intelligent or quick enough to react potentially being death or a wipe. Sometimes the mob misses the attack or you resist the spell. Sometimes it doesn't hit as hard and you can recover. If it crits, you're probably fucked. But that's a low percent chance. And if you're in a group, there's more people and thus more answers to stopping the dangerous attack.

I'm not some elitist gamer. And while I obviously love EQ1, and raided as a SK for a long time, the combat sucked donkey dick on a tank, or a rogue. Repeating EQ1 melee combat is not something most people want. Something more evolved and better than boring, auto-attack oriented EQ1 melee combat is the goal. But not as extreme as spastic and retarded action combat. And this game does a pretty good job finding that sweet spot. Not as much as it once did, at least not at the 1-20 levels, but maybe it picks back up from 20-50 at some point.

I don't see layering dangerous abilities that you need to counter or solve as a gimmick, I see it as a common sense approach to challenging gameplay. In Vanguard shit flashed. In EQ2 shit flashed. In this game, you have a set of abilities, there are numerous ways to handle high damage threats and the game doesn't tell you when or how to do it. You have to figure that out and then execute it correctly. Almost exactly like EQ1 in fact. And like EQ1 and the examples you cited, it can take some skill and creativity.

EQ1 did have similar abilities. Harm Touch on mobs? Better have a plan for getting blasted with that on a pull. Charm? Have fun getting out of the unrest basement. As a tank, I couldn't fight certain mobs (necro/shaman) that would cast DoTs. Just couldn't do it without a healer unless I had room to fear kite. And at one point, you could even fear kite in this game. But the point is that EQ1 mobs had abilities that meant death for certain classes if they had no way to counter them. I fail to see the difference.

I feel like there is some selective amnesia going on here and a lack of being aware of how Pantheon combat even works.

That being said, I'm fine with people saying they want an easy, lax game to get drunk/high and chill with the bros while killing shit. I just happen to not want my gameplay dumbed down to accommodate stoners. I'd like this game to be much more challenging, like it used to be. I found that fun and satisfying. I like being able to play a tank that can actually shield and react to abilities to save himself and/or his group. That feels much better than auto attack afk'ing while boxing a healer because nothing is remotely a threat.
 
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yerm

Golden Baronet of the Realm
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A mob starts to channel an ability, you have 4 seconds to use a countering ability? This is DDR. This is most raids in wow. This is a lot of modern nonpvp mmo shit. Thats not skill.

The active button mashing playstyle change where you have to keep using abilities instead of mostly watching, is a defining change from eq to wow. A wow deathknight or rogue would have given you exactly what you're asking for with active play instead of your eq sk or rogue.

Did you play wow? Did you like it? I didnt, really. Id go back repeatedly to play with friends and get bored quickly every time. I dont want to click buttons repeatedly. I dont want to do gimmicks that are overly scripted. X happened do Y! I understand that this may not be the majority, and that's why wow is/was popular... but I thought pantheon was supposed to go away from cookie cutter gimmick backed button masher mmo, and be an open world social based one. Sitting on abilities and needing to be on alert at all times isn't conducive to social interaction, and its not even skilled.

Honest question - were you a heavy wow guy? I know nirgon was huge into wow so I fully get it there. Were you? If so, do you actually want pantheon to be wow like? Or closer to eq?
 
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TheBeagle

JunkiesNetwork Donor
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There should be variety. Variety in playstyles, depending on which class you choose. I'm playing a Ranger and holy shit its way more involved and intense in grouping situations that EQ1. If i want to maximize my dps and put a couple debuffs on a group mob then i am engaging/withdrawing the entire fight and hitting a few different abilities. Way different than EQ. But it seems like if I want something more chill there are classes I can pick that are less intensive. Or I can just pick melee or ranged attacks and do a little less DPS.

There should also be variety in mobs and encounters. Want a chill group to do some xp? Fine, go kill some elite spiders outside somewhere but dont expect maximum rewards. Want an intense grouping challenge with lots of danger and big rewards? Go do a deep dungeon crawl full of humanoid casters with fuck you in your face abilities.

I don't understand people that cry about wanting the game to be all in for one or the other side of the coin. Its a big world they're creating, let it have different niches for different people.