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Old 02-23-2007, 10:36 AM   #141
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can someone Sticky this thread please? it's the closest thing we've got to a DSC rep here at Silky Venom
(thanks Sickpuppy)
 
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Old 02-23-2007, 11:17 AM   #142
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Bugs -

Using a Staff as your main weapon, the animation for Falling Petals is either broken or unfinished.

When you cast this spell while using a spell, my Disciple raises the staff above his head, and his leg, as if he is going to thrust it forward or something, stomps his foot, and then thats it. He never actually swings at the mob, and you cant really tell that the attack went off.

Again this is only when you have a blade staff equipped.

Also - Many times Ill crit, but my crit skills wont light up. Is this working as intended? Ive also noticed that unless you have a skill practically maxed in the MAIN skill of the item, you also will not get Falling Petals and Concordant Hand to light up even if you crit.
Hand to Hand - 160 out of Max 160 skill - I crit about 2 times a fight at times. Sometimes I may not get a crit at all, but I know in the next fight im going to get 1 or 2 times to use Falling Petals.
2 Handed Staff(I THINK is the skill name, I may have to log in and out ot get it) at 132 skill, I NEVER crit. Well thats not honestly true, lately, like right after I got over the 130 skill level, Ive been able to get a few falling petals and concordants to go active during fights. But its like every 8th or 15th mob. REAL spread out.
Is this working as intended?

I expect this to substantially go up as my Main combat skill catches up. My actual BladeStaff skill is maxed out.

If I didnt just confuse you, are you finding the same results? Hopefully a Blade saff will become a more viable weapon once I have maxed it. But the skill doesnt seem to go up much anymore for me, even though I have plenty of space. I hope I dont get pigeonholed into using Claws or Handwraps
 
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Old 02-23-2007, 11:39 AM   #143
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Quote:
Originally Posted by Viktery View Post
Bugs -

Using a Staff as your main weapon, the animation for Falling Petals is either broken or unfinished.

When you cast this spell while using a spell, my Disciple raises the staff above his head, and his leg, as if he is going to thrust it forward or something, stomps his foot, and then thats it. He never actually swings at the mob, and you cant really tell that the attack went off.

Again this is only when you have a blade staff equipped.

Also - Many times Ill crit, but my crit skills wont light up. Is this working as intended? Ive also noticed that unless you have a skill practically maxed in the MAIN skill of the item, you also will not get Falling Petals and Concordant Hand to light up even if you crit.
Hand to Hand - 160 out of Max 160 skill - I crit about 2 times a fight at times. Sometimes I may not get a crit at all, but I know in the next fight im going to get 1 or 2 times to use Falling Petals.
2 Handed Staff(I THINK is the skill name, I may have to log in and out ot get it) at 132 skill, I NEVER crit. Well thats not honestly true, lately, like right after I got over the 130 skill level, Ive been able to get a few falling petals and concordants to go active during fights. But its like every 8th or 15th mob. REAL spread out.
Is this working as intended?

I expect this to substantially go up as my Main combat skill catches up. My actual BladeStaff skill is maxed out.

If I didnt just confuse you, are you finding the same results? Hopefully a Blade saff will become a more viable weapon once I have maxed it. But the skill doesnt seem to go up much anymore for me, even though I have plenty of space. I hope I dont get pigeonholed into using Claws or Handwraps
I wasn't critting with a bladestaff even before the big crit changes to disciple. Unfortunately my skill in it has fallen so far behind that I don't think I'll be able to collaborate with your findings for quite some time.
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Old 02-23-2007, 11:49 AM   #144
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Here is a good posts that someone dropped over at Ten Ton Hammer, I think it sums it up pretty nice. If someone could get a Dev to respond to this, that would be great. Or if other higher DSC's have a contrary belief/thoughts/experience please say so:

Link: http://forums.tentonhammer.com/showthread.php?t=9070

SNIPPET from original posts -

Quote:
ow, all that being said, I love my character. I'm 36, with every intention of hitting 50. However I do not see us being a main healer in any group. The whole proximity agro/hate generation they have in this game severely nerfs our possibilites as healers. Maybe if we had the monk feign death and not a 1 minute cooldown feign death, we could more effectively heal by stacking almost all vit and wisdom with dex as a third stat. But then we have no damage to solo, at all. I currently use the Legendary blade staff from the Coterie quest, I believe it's call Zank, Bladestaff of the Ages. I do crit for over 5k with my Palm of Discord(i think), but it's not common enough to make up for the 15k crits that other classes get my level. If I was going to be told shamans were better healers, buffers, dps'ers, and better at soloing I would have been a shaman. But I was under the assumption the martial arts type healer would have the highest damage of all the healers. If I were to start completely over, or if you're just now picking up the game and considering disciple, I would not pick the class. I'd go cleric or shaman if you're looking healer. Cleric for the main healer, shaman for a group that is running two healers. As I've gotten higher level I've noticed my heals are not nearly as good as they were lower level. The other healers heals scale a lot better as they get higher level.
The 5k vs 15k crits is whats worrying me. I heard about this when I first started again after Beta........I swear VG is gonna make me re-roll. I thought this was at LEAST some sort of or close to Finished class. But at the end of the day Im just playing a Beta 3 class, though im paying for this game. I damn near want a free month for wasting my time...but I think i may also just be in a bad mood .

Peace.
 
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Old 02-23-2007, 04:39 PM   #145
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Quote:
Originally Posted by Sickpuppy View Post
Niko already said that he doesn't have the ability. He simply got confused with skill names. Nobody has Essence Thief right now.
Truly a shame to hear...
It was a very useful ability for both pvp/pve. Starting to sound more and more like we got a stealth nerf, with them hoping that we would not notice that it was gone.
 
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Old 02-23-2007, 07:19 PM   #146
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Updated:

Added: Feign Death - Sometimes when multiple mob Feign Deaths succeed you will be stuck in combat and some of the mobs will camp your corpse with a combat style animation. Possibly a bug with seperate success rolls on mobs?

Added: Falling Petals - Using a Staff as your main weapon, the animation for Falling Petals is either broken or unfinished.
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Old 02-25-2007, 07:42 AM   #147
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When grouping with another disciple only one bond is allowed on target reguardless of where it is coming from. So 2 disciples can't both put on leech grasp, or can't even do touch of woe and other do leech. Probly the same case with harmonious but those are hard to test in their broken state. With the short duration, jin cost, and single targetness of bonds they should be able to come from multiple sources.

Shurikens still doing lvl 1 skill shuriken damage.

Dodge doesn't work if target is not offensive target.

Con Hand lighting up when refresh timer isn't met.



General tweak, Allow us to choose which finisher/counter/etc we want to trigger off of the hotkey buttons for same skills. Currently it seems like it will us the first one you get as the quick hit for key command.

Last edited by terronis : 02-25-2007 at 07:48 AM.
 
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Old 02-25-2007, 09:08 AM   #148
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I hope the coming art patch addresses these two things, which are trivial but annoying:

Void hand animation is way too long.

Palm of Discord is a kick animation.

and speaking of PoD, do other discs feel this is better than the 1 2 punch of FP and WLS?
 
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Old 02-26-2007, 08:41 AM   #149
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*According to Elrar's post in this thread, the only disciple change that was accidental or overshot in the patch on the 7th was the endurance costs. It seems like the current state of the Disciple is Sigil's view of balanced.*

This is a bad joke.

I watched a level 13 cleric whomp the tar out of a level 16 three dotter and his life never went below 25% down.

But the devs say "clerics are where we want them"

And they say "disciples are where we want them"

Well...I want to know exactly what would compel a group unless they are your friends to possibly pick a disciple to heal them?

Our dps is now crap. We have minimal buffs, our few special healing abilities got nerfed to hell. I don't even look forward to logging in my disciple now. It seems like every level I go up my character falls further behind my friends in functionality.

The tank in my group has extremely high end gear and is mitigating/dodging/blocking roughly 45% of damage incomming, but I can't keep him healed if I have to heal anyone else in group because the only decent heals I have are spell heals, our blessed wind is crap, our combo heal takes WAY too long to get off in a group situation, jin flare is far too weak, so all I can do is spam spells and hope that mana doesn't run out. God knows I'm not contributing much to my groups dps and I have a gold weap that is 17% expertise cost.

By comparison my shammy, my wifes bloodmage and every *cough* balanced *cough* cleric I've seen is by leagues more functional. When things get bad they actually have skills to try to keep the group from wiping, with my disc its "sorry guys you're all toast but I might be able to FD? Wish I could have helped you do damage to bring the mob down faster but, meh."

Yeah for disciple...low man on the totem pole.

Don't feed me the BS about I hear in some responces of "umm well if you uhh play different it will uhh be betterer..."

I understand my abilities and combos quite well thank you. Like someone else said, every time I log in I feel strongly encourage to reroll to a different functional healing class. That sucks.

I keep hoping that Sigil will wake up one day and say "wow...disciples are screwed, they have the weakest healing, gimped dps and nothing besides FD to bring to the table"

The joke between me and my friends is that brad or jeff must be playing a cleric.

Last edited by Solymnar : 02-26-2007 at 08:56 AM.
 
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Old 02-26-2007, 09:38 AM   #150
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Quote:
Originally Posted by Solymnar View Post
*According to Elrar's post in this thread, the only disciple change that was accidental or overshot in the patch on the 7th was the endurance costs. It seems like the current state of the Disciple is Sigil's view of balanced.*

This is a bad joke.
Let me talk you down from the ledge here a bit. Early levels of Disciple are really going to suck I'm sure. I got through them before the great nerf of 2-7, so I can only imagine the suck of it. However, that said, I'd much rather see Disciples focus on fixes for us rather than tearing down other classes. You dont have to look far to find other classes looking to tear us down... think about that for a while before you call for Cleric nerfs.

Not sure what level you are now, but it does get better. Level 18 you'll get Clarity, Favor of the Crow and Knife Hand. All key skills. 22 is Sun fist and White Lotus Strike which help a bit. And 26 you'll get Blooming Ridge Hand which will really pick you up a LOT in both solo and group situations.

Again though, early levels, I can only imagine the level of suck.
 
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Old 02-26-2007, 12:40 PM   #151
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Dont know if this is working correctly but we can only have two bonds active at any given time meaning I can have one Harmonious on a group member and one Dissonant on a Mob or two harmonious on two different group members. Just seems like we should have the ability to have at least 3 one for the mob and two for the group members if having bonds is suppose to compensate for our lack of utilities only being to able to buff two group members and not be able to debuff the mob is just not right with the little utility we have.
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Old 02-26-2007, 06:45 PM   #152
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Quote:
Originally Posted by Dashel View Post
Let me talk you down from the ledge here a bit. Early levels of Disciple are really going to suck I'm sure. I got through them before the great nerf of 2-7, so I can only imagine the suck of it. However, that said, I'd much rather see Disciples focus on fixes for us rather than tearing down other classes. You dont have to look far to find other classes looking to tear us down... think about that for a while before you call for Cleric nerfs.

Not sure what level you are now, but it does get better. Level 18 you'll get Clarity, Favor of the Crow and Knife Hand. All key skills. 22 is Sun fist and White Lotus Strike which help a bit. And 26 you'll get Blooming Ridge Hand which will really pick you up a LOT in both solo and group situations.

Again though, early levels, I can only imagine the level of suck.
Dash, I understand your excellent good intentions, the reason why I reference the other healing classes is because by way of comparison I can not see what we bring to the table beyond FD compared to the other healing classes.

In terms of calling for cleric nerfs, well even other people in my guild who play clerics freely admit they are overpowered, heavy armor, increadibly strong buffs, excellent healing, reasonable DPS, the only thing they are missing is a run speed buff, but then again we don't get that either...

If our class existed in a vacuum comparing it only to itself would be fine, but this is a group game and there are three other (from my experience) superior healing classes, one of them (cleric) particularily so.

Ignoring this, consider in a nutshell that you essentially just said anyone who would like to play a disciple will have to wait until they hit level 26 before the class is pretty functional, but even then if you look at it the numbers just don't add up in our favor.

The bottom line is that if things go south in a fight, the shammy, bloodmage, and cleric have ways to help recover the situation, where as the disc FDs and crosses their fingers.

The insult on top of that is that our DPS is crap as well, but apparently that is sigil's new vision for our class?

It makes me bitter when I watch my friends wipe on my disc knowing that I could do more than just FD to recover the situation if my main was a different healer. I know that comes through in my writing, which is a shame but there it is.

So I guess my ultimate challenge is, "why should a group pick a disciple when there are three other healing classes that bring more to the table? Especially when the group gets in a bad situation."

I love the concept of our class, but at the end of the day we just don't cut it compared to the others.
 
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Old 02-26-2007, 06:58 PM   #153
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Quote:
Originally Posted by Koxo View Post
Dont know if this is working correctly but we can only have two bonds active at any given time meaning I can have one Harmonious on a group member and one Dissonant on a Mob or two harmonious on two different group members. Just seems like we should have the ability to have at least 3 one for the mob and two for the group members if having bonds is suppose to compensate for our lack of utilities only being to able to buff two group members and not be able to debuff the mob is just not right with the little utility we have.
My personal opinion is that there should not be a limit. One per target but other than that you can have as many as you want. Right now they are only designed to last 60 seconds and cost 2 jin each. It will be hard enough to maintain 4+ and heal a group at the same time. If you are good enough to be able to do that you should be rewarded for it.
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Old 02-26-2007, 10:44 PM   #154
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Updated:

Changed: Symbol of Unity - Disappears if somebody uses it in combat, this should give an error message instead. Res stones also don't work when the player is in a different chunk (and they get consumed trying).

Removed: Sun and Moon Discipline - Has a mana cost (which makes no sense seeing as it restores mana)

Removed: Martial Swords - Sometimes bugs bare hand. After unequipping you will continue to hit based on your martial sword/2h skill. Relogging fixes this issue.

edit: Also, since the recent changes to Astral Walk, can anyone confirm that some dungeons still aren't flagged for it? I figured they may have stealth fixed this at the same time.
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Old 02-26-2007, 10:57 PM   #155
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Quote:
Originally Posted by Koxo View Post
Dont know if this is working correctly but we can only have two bonds active at any given time meaning I can have one Harmonious on a group member and one Dissonant on a Mob or two harmonious on two different group members. Just seems like we should have the ability to have at least 3 one for the mob and two for the group members if having bonds is suppose to compensate for our lack of utilities only being to able to buff two group members and not be able to debuff the mob is just not right with the little utility we have.
Someone wrote somewhere that this was a feature and that the number of bonds you can maintain goes up with level (like jin).
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Old 02-27-2007, 01:32 AM   #156
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Updated:

Added: Paralyzing Touch - This skill doesn't always light up after a feint even when you have aggro on the mob.
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Old 02-27-2007, 10:49 PM   #157
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Looks like another week and another patch gone with no disciple fixes/changes at all. Kinda funny when you consider that Disciples are by far the most broken class right now. They didn't even bother to nerf Clerics......

I'll have a bag of whatever the devs are smoking please.
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Old 02-28-2007, 12:49 AM   #158
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Quote:
Originally Posted by Sickpuppy View Post
Looks like another week and another patch gone with no disciple fixes/changes at all. Kinda funny when you consider that Disciples are by far the most broken class right now. They didn't even bother to nerf Clerics......
Of course not, instead they fixed a cleric ability and a bunch of blood mage ones.

Didn't you get the memo to disciples? It came strait from the devs.

Interpreted properly it says the following:

"Bend over, touch your toes, grit your teeth, and expect no lube nor love. You are broken and gimped as intended."



My desire to log in my disc has receeded yet one notch further.
 
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Old 02-28-2007, 05:08 AM   #159
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This is how it was from beta 3 get use to it.

My sugestion is a Dev should start a Disciple on a pvp server and get a taste of what its like to be spending half the money you make repairing your gear all the time and then tell us the class is working as intended.

My sugestion in the next big gaming convention is Brad and the other dev's should avoid any table that says "Disciple" on it. History is repeating its self.

Brad sells the community an awesome idea, but then he fails to deliver. He messes up on classes and cant get balance right then says things are how they should be. All we have left is for Sony to take over the game and boot brad so the cycle can start again.
 
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Old 02-28-2007, 10:15 PM   #160
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Updated:

Changed: Harmonious bonds - These dispel randomly from people. From my experience they only dispel when the target is getting attacked and they dispel very quickly when they are.


Try to test this if you can. I've been using bonds on my group members who aren't getting hit. If they by chance get hit then the bond will usually dispel. Otherwise it seems to last the full duration.
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