to my surprise I arrive back from a week vacation to realise My sorcerer has now lost his best ability !!! WHY was clarity II changed to a weak limited buff , now i think my sorcerer will have to retire
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to my surprise I arrive back from a week vacation to realise My sorcerer has now lost his best ability !!! WHY was clarity II changed to a weak limited buff , now i think my sorcerer will have to retire
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Can we please get Clarity II reverted back to the way it was? Yes, sorcerer needs things to make people want them to take the school along ( I don't know if Clarity II is masterable now or not - and if it is, that isn't helping. It would be nice if someone can find where in the patch notes this change was written about )
But now all they're good for is Spellbinding things and decreasing the power of enemy casters.
Edit: sorry about the quality of the picture >.>
here's what in it: Clarity II -
Delay - 20
Recycle - 1min
Target Effect - Fearlessness (Stun immunity) <---I would note this says nothing about mez immunity as well
Duration: 30 seconds (Cannot be dispelled)
does this change also effect mobs ?....so now Reklar and the myloc queen also need to recast ?
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Possible I could've been 'distracted to attack another target', but here you go. Ima send the biped over with his stunning arrows and see what happens.
Edit: Just noticed that Tail whip hit for 0 primal - it would not hit for zero on a random mob, therefore I'll assume it hit Reklar and I didn't have the reklarslayer buff up.
Talk about a BS subtlety. No wonder it wasn't mentioned in notes. :P
On a side note, can anyone of you whom have Clarity II take a closer screenshot of the ability window? I know Cegaiel's reference site is missing it. My SORC is only 71. :(
http://istariareference.com/communit...ame=Clarity+II
unfortunately in my experience once they change an ability like this they will not change it back an will say its working as intended. As for masterable no its gained after level 50 so only usable as sorc class. mainly only really effects r a handful of creature that even have a stun/mes type of attack. epic wise would be dankor I think spelling is correct. So why any time was spent on making this change is beyond me when in my opinion there are far more important game issue that need to be addressed before things like this is even considered
Proof Reklar is now stunnable
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seeing from the lore of the sorcerer class and them supposed to be a master of mind. changing the clarity II ability to a short duraction to me breaks the lore of the class seeing how they are not truely masters if they can't deter or prevent another from controlling their mind and/or actions
To add on to this....Fearlessness for a sorcerer makes absolutely no sense to me. I always saw it more like "I can resist all your stuns and stuff because I've trained my mind to be able to resist such things when awake ." And not "I'm completely devoid of fear temporarily 8D *Charges a horde of things*"Quote:
seeing from the lore of the sorcerer class and them supposed to be a master of mind. changing the clarity II ability to a short duraction to me breaks the lore of the class seeing how they are not truely masters if they can't deter or prevent another from controlling their mind and/or actions
The bug is that it should be a Mez immunity that lasts 30 seconds, instead of Fearlessness. There was no attempt as a "stealth nerf" or anything here, simply a missed release note and a bug to boot.
i even reread the Sorcerer Thread and there is not any reference to changing Clarity II . and if there was I would have reponded to it on that thread
Change back ClarityII back to what it was- no matter what reason behind the last change.
It was the ONLY reason to play a sorcerer.
And I persuaded lots of my friends to level sorcerer up ClarityII.
Inacceptable:mad:
Reklar stunnable? That is not really good news- let hatchies do the job then:mad:
THAT!!!
I agree
Once again something is done to make us want to lose interest in the game. So sad this change was implelmented and will stubbornly not be reverted simply because its something we like and find useful. :( I ask the questions: Is it really worth it to make these changes? What is gained by making this change?
OK not to be rude but how was it a bug in the first place? an since this change has come to take away a small edge players had vs some mobs can we PLEASE have focus on nothing minor like this to get the crystal shaper school to the live shards? :(
I thought Clarity II was a mezz/stun immunity that was a permanent effect. Really nice.
Or am I thinking of the prior version and now it is different?
I will make it a stun/mez immunity again, but having it remain without duration was in fact a bug. 30 seconds of immunity out of every 60 is pretty powerful.
I don't want to seem Rude but I really think that option really sucks . if it was a bug it would not have said in ability description that it lasted until death .As for now I wont be playing my sorcerer anymore and we will see how long I will remain in Istaria
funny how valkor is stun immune now, with no limit on timer.
[06/02/13 14:56:46] Lightning Stun failed because Valkor The Impaler has Fearlessness (Stun Immunity) (NoExpire)
also now his guards cast fearlessness? what kinda non-sense is this?
[06/02/13 14:57:56] Valkor's Guard used Fearlessness.
Valkor himself should be mezz immune, but not stun, and his guards should have neither immunity. i'm really glad my subs expired. since all you folks care to do lately is mess with things that don't need fixing, and not fix those that do. have fun folks, cya around.
what Valkor and mobs can have total Immunity and a sorceerer cant ... That is BS
There has been a big patch with lots of nice things for us.
Lots of us enjoy this, lots of us have fun with that.
Thank you..
And we all know: Where people work hard (like dev team did) there mistakes can happen.
We always understood that -and we still do.
But I think this time its essential,
that the things we talk about in this thread have to be changed back!
It makes no sense to annoy the players to the limit.
Game balance will not be destroyed if ClarityII stays the way it was.
Lots of our tactics based on that!
We still had to fight hard to win- we did not have superpower advantage from that.
(sorry Amon- your offer is not really helpful ).
Who wants Reklar stunnable- whats the mess with Valkor & Co??
Why is Elilal soloable now?
We all do not like and do not want that.
Keep the customers satisfied- Please-
Dont allow annoyance and frustration to be stronger than the fun with the new patch.
Thank you for considering
What Lovwyrm said.
Knossos
Going to make an additional change to Clarity 2 after discussion... it will now work as an AoE ability when used.
It looks to me that you really want to alienate and make all your players rage quit with all these "bug" fixes and limits and nerfs and so on and so forth.
Next you will find out that Gold Rage was bugged too and it was supposed to hit 1 time instead of 3.
way to go.
Feels like an oriental bazaar to me.
Bargaining until the night falls.
Or someone wins.
Make it a win- win (not a win- whine) situation:
Happy customers and game(balance) not in danger.
In this special case, we- the players- are not looking for a compromise.
Just give us back the sorcerer, Valkor& friends, Reklar and Elial the way they were.
This changes have not been announced- so we could not discuss it.
And we (at least Flame and me and close friends-can`t talk for others) can`t see any sense in that.
No wonder this wasn't announced... such a gap of communication between development and the player base.
If any sneaky changes were made, it should be to Crossbowman. They suck. Really. They're good at two things: raising your rating and missing.
Edit: Elial was the one bastion of ARoP requiring a group. I guess the game will really live up to its schtick when 100/30's rule the skies!
There was never any intention to "stealth" this in, it was the result of reworking the Immunity effects for the epic mobs (since some of them never worked). I hadn't realized Clarity 2 used one. However, ultimately an ability that gives permanent (or near-permanent) immunity to both stun and mez is incredibly overpowered even if it is non-masterable and that is why it remains changed.
Being able to cast it on your group and have it give 50% of your battle time with immunity is still vastly overpowered in my opinion, but I'm willing to let it go at that.
In the past month or so, I've used Clarity.....ONCE, to hunt automatons for a speed crystal (ofwhich I now have three :D )
Sure it is strong when its used....but then so are healing abilities, Stuns, and gold rage to name a few, all of which I persoanlly used much more than i did clar
Clarity is very strong against mobs that stun or mez, but -not many mobs use Stuns and mezs-, and definitely not enough to deem the buff overpowered.
It is an,ability that has a very specific use against a select few things, and all other times it is just taking up space on my hotkey bar (which is thankfully now a problem anynore, but I hope I got the point across xD)
Might not be intention, but giving us no warning about it still feels like it.
I can agree with the immunity effects for epics - i mean, their epics, why -should- they be able to be stunned and made easy to do with a ped in the right classes?
But changing clarity like this is a no - one thing is appealing in the sorcerer school: Spellbinds. Clarity used to be appealing too...i'll agree, clarity was a pretty darn powerful thing, but now think: Of the mobs that -do- stun, only a few you want clarity for - i can name bioscholars off the top of my head (They're literally impossible for a dragon or a biped out of sorc to do alone without clarity). I'm almost sure it's unintended, but i really want to be able to get my revenge on bioscholars since they can permastun :mad: So no changes to clarity. I don't think you know how much it isn't used, nor know how vital it is when it is used.
i do not play a sorcerer. i did however lvl one, so i could use the immunity for my ranger. lowering the time for it's use makes it worthless to me and any other class besides sorcerer. by the time i switch to sorcerer cast the clarity II, switch back to ranger and get to my destination.. it will be gone. so now what was the point of lvling sorcerer. and if it were a bug, why was the description stating it wasn't, listing as "until death". we are not invincible during that time, as we still do die. i'm not getting this overpowering thing you keep talking about. you knew what the descript said when it was added to the game.
you knew what it said when you claimed it was a bug. now you decide to mess with the ability, and everyone else suffers for it.
personally, i do not know anyone (especially ppl i group with) that want to play a sorcerer for the entire fight. or as a main class. if it's not set back to what it was, the class will become "totally" useless.
as i've mentioned in the past (and don't take this the wrong way and use the excuse that i'm attacking a dev) but if you played the game, you'd have a much better understanding of what overpowered is, and what problems a lot of your recent changes are making for those that have played this game for a long time, have built strategies around thier skills/abilities and so on. Please stop making us come on here and beg you to reversing things that do not need messing with in the first place.
Please find more time to fix real problems (like all the bugs that have been around for many more years than the i can recall) rather then angering the community, over something that has worked fine for several years. we do not need more problems
Well spoken, my friend.
I indeed had the same feeling- but did not dare to say,
cause I have much respect and love for the devs and the work they do.
Some decisions of devs are quite the opposite of what players want.
I say SOME.
Lots of changes that make us players whine and rant,
ARE necessary-to keep the game going and to realize a long-term concept.
Others are NOT.
Others are made by devs because they do not play the game
day after day,year after year -and therefore they will never know about all the details a vet players does.
Which it not a prob most of the time , which does not devalue the competence of the devs al all!
(its not their job to play the game, but develop it!^^)
Until it comes to a sitution like the one in this thread.
I remember the time when CoT was nerfed: No player wanted it, we all have been whinig and complaining
Some players left to never return.
"Old" CoT made NO player uber- and surely we, who stayed, could live with the nerfed one*shruggs*
But what for?
CoT was a reason the level that class.
So is clarity for the sorcerer.
What happened when CoT was nerfed, will happen here again.
Like Alisto and Azath and Mali pointed out:
If devs were hard core players like we are- they would see, that this nerf isen`t worth all the annoyances.
We loved to have it- we rarely used it- but if- it felt great to have.
No uber players because of it- no easy fights.
The nice new patch is not what players are talking about atm- but the issues we talk about here.
Amon at least made an offer, thank you for that Amon-much appreciated.
Its better than nothing-but a bitter aftertaste will remain.
I appreciate your feedback and thoughts on this. Someone (I can't find the reference now in a quick scan) mentioned that Bioscholars can perma-stun players and so I started looking at their abilities. They actually only have one ability that stuns and many of the undead share this one, its called Paralyzing Gaze.
Unfortunately for all of us its a direct copy of Area Spellbind. What does that mean? At its lowest level its an AoE stun/mez that lasts for 30 seconds and recycles every 45. At its highest level it will stun/mez for 60 seconds with a 45 second recycle. I see now why you all felt like you needed Clarity.
The problem then in my mind is not simply the missing near-permanent stun/mez immunity that Clarity 2 offered. Rather, the problem is that both players and Undead/WA monsters can perma-stun/mez each other. I'm certainly open to suggestions about how to fix this, but I truly think that returning Clarity2 isn't a solution, its a band-aid and a bad one at that.
First, stuns and mezzes that last 30 or more seconds are crazy. Play any other MMO and you'll rarely find one that lasts that long. Typically they are 3 to 10 seconds at most. This is because (as we all know) being unable to act in a game isn't any fun. But, how to fix that?
From the monster side I can see some solutions that might help... First is to alter Paralyzing Gaze so that even at its highest level it doesn't perma-stun/mez by lowering the duration of the Trepidation debuff below the rate of recycle (or raising the rate of recycle, or both). In addition, changing many of the Monster schools to use some other ability instead of an AoE mez, leaving only the powerful monsters with it, would certainly help as well.
However, I don't feel that this can be done simply from the Monster-side of things as it would still leave an unbalanced situation. So, from the player side (because perma stun/mez is bad no matter which side you are playing on), the only suggestion I would have is to reduce the duration of the Area Spellbind debuff below the rate of recycle. If I had to throw out numbers I'd say something like... Area Spellbind duration being 15, 20, 25, and 30 seconds for each of the versions.
Please note, I am not attempting to destroy your way of play. I am attempting to correct an underlying problem that has been exposed by fixing both sides of the gameplay. Also, as a footnote, I will temporarily change Clarity 2 back for the next update (coming this week to Blight I hope) while we are discussing this larger change. I'm open to discussion and thoughts.
You still manage to impress me Amon *bows *
This is an generous offer. Thank you very much.
Thy too for explaing the probs around the prob. I was not aware of some.
I hope, together we`ll find a solution.
I retire from this discussion now- leaving it to "true" sorcerers.
Besides that, I have to hurry to help Awdz to prepare things for the Birthday- to come- of someone special:-)^^
ahh- and not to forget- pls talk to Valkor, Reklar and Elial to go back in line- gifted are a bit impatient atm..;)
Thank you for listening to us and allowing it to be as it was, at least until a more balanced solution is found.
Maybe this is not too clear for me :( In order to deprive us of using Clarity II the way it was you are going to take the time to change the mez/stun on the mobs that use it also...hmm thats a lot of work and could create a lot of bugs(pretty sure that will happen) just so we are not (so-called overpowering) when we have Clarity II on us. Do you all have the time to take on this task of balancing what you call a problem? Please don't start this mightmare al over again. :(
It shoulkd not be forgotten that a player can be in range of 2 or more of the mobs who can mez/stun and this can cause unbalance if mob and players are only adjusted on a one-to-one basis. Spawn density and mob separation may also need a bit of adjustment, Not only the Delgarath area but also Old Rachival comes to mind and as well the Satyr Isles.
Knossos
Glad to see it's going to be reverted back for the time being.
These things really need to be discussed with the people it effects most: the player base, before it gets pushed. Yes, none of us want nerfs and we all want to über powerful, but at least we can conduct open discussions about it and tune in before the axe is dropped. This change unannounced and recent pushes for silo limitations makes me wonder. At the very least, the silo limitation was publicized and documented where objections could be noted. This is just a hot mess.
keep in mind, it was introduced mainly because of Daknor, who pretty much stuns you every few seconds. but as i mentioned before, i use clarity II and change to ranger to go hunt certain mobs in the game. no matter how you intend to work this ability.. it remains that it will become useless to me as a ranger. and again, i leveled sorcerer so my ranger can go fight things he can not otherwise fight, due to the constant stuns/mezzes. even trying to fix it from monster side will be useless, due to having more than one of the same type mob attacking you at the same time. so i fail to see your plan being of any use here.
now, this will limit some of us hunting certain mob classes in the game, as i will not switch to sorcerer to go fight them, when i've worked so hard to train my ranger. this extends all the way from anchor mobs, to robots and other mage classes in the game. there's no way you can limit them any more than they are now. you can not lower their numbers any further. and as a ranger, i need to sit and wait (hope) that when the ones i need to kill are in a group, that they might seperate enough for me to pull one, without the entire group dropping on me as well. we all know how that's gonna turn out. good luck getting some quests done now.
Using a mastered ability in one class, then switching classes, sounds a bit "exploity" to me. As well as a bug, that the ability shouldn't stick when changing classes.
If I understand what Amon said correctly, this ability was created and meant for a few epic bosses, and got applied to a player ability by mistake. Likely why it doesn't have the class-change checks which would make it fade when it was no longer available, it wasn't meant for players.
Are we really going to expect that something meant for epic bosses should remain available to us?
I can't even remember what the original clarity II did, just a simple cleanse wasn't it? Making it into an AOE cleanse, or mezz/stun immunity is likely an improvement over the original. I'm not against improving it, or changing it so that the Sorcerer class gets more play. I think it is an excellent class that is underplayed (regardless of Clarity II).
Poster above mentioned they leveled Sorcerer, but I would not say it was "for nothing". There are a few hunts such as the Myloc Queen and the Elite Blight Anchors, where having one or two sorcerers in the group is a huge help.
Ok a suggestion if you feel that clarity must be limited. Make it a unlimited duration self buff that effects an area that ticks (along the lines of flame or ice defense) however have the proc slightly longer than its duration, this way it can also break messes/stuns when it procs (perhaps 30 sec duration every 40 sec).
But also much like the KNoC's summoned items ends if you change class. (Sorry but using it in that fashion definitely rings of exploitiness to me). Just thought to toss this idea forward.
I agree with it fading after changing class!
I also think it should be limited, but not like this.
I am thinking, much like how Primal Boon takes Ethereal Shards, perhaps Clarity can keep it's untill death effect, but consume an item for casting it? Just an idea.
I....like this idea. Off the top of my head, I'd say make it consume some sort of mirror item (the mirrors draggies hoard comes to mind, though I haven't thought about which tier mirror it should consume) when cast. It makes sense, since the skill is called Clarity - and a mirror gives one a clear view of oneself.
This very issue was discussed internally earlier today. One of the steps we decided we'd make even before any changes to the duration of ParalyzingGaze/Spellbind or Clarity are taken into account was to remove Paralyzing Gaze from your standard undead and leave it only on the monsters that might qualify more as "big" or "boss" such as Abominations and Wraiths. Your standard skeleton, zombie, Aegror, etc won't have that ability after the next update.
Just a thought for the sorcs area spellbinds, perhaps keeping their durations the same but increasing the recycle time by perhaps maybe 15 seconds at the very least before the ability can be used again. As for the exploit feeling about some buff staying after class switching that in my opinion might end up breaking biped multiclassing almost entirely. Some abilitys specifically tied to a class say lore wise like Knoc, Flame/Ice/Storm/spirit disciples, ELAR's Flame/ice/spirit arrows or Ranger/ELAR lighting arrows are understandable that they can ONLY be used by that specicifc class. but to make something like clarity only useable by sorc would defeat the purpose ofreally mulitclassing at all since clarity 2 is only avaible to use as a sorc due to the level it is gained at it can not be mastered
What TheRock said.
I personally really dislike the fact that a very situational and rather rarely used ability (Clarity II) was nerfed which created an unbalance which you felt the need to correct by removing the stun from an entire range of undeads which will create another unbalance and so on and so forth.
Was all this really needed? Aren't more pressing matters to tackle with like the new bugs introduced with the spring update plus an entire set of old issues that could be really looked into?
Is it that hard to admit that not everything was taken into account when this change (or the change that leaded to Clarity II nerf) was introduced and revert everything back until a decent solution can be found (if any)?
Thank you. That to me makes more sense as it should only be the really nasty or big bosses that can stun with fear or a gaze. There is one boss I want to bring up where the stun/mez is ridiculously out of proportion. I don't mind that Daknor is hard, he should be because he is a boss, but as was pointed out staying stunned/mez'd the entire time of a fight (or to death) is not fun. It isn't uncommon that Daknor keeps people perma stunned, even more so than other epics or mobs until he or his guard kill them. That is certainly one epic where the old clarity was needed.
As for the clarity II ability fading after a class change, I agree with this! It is an ability you only get as a sorc, no other class gets clarity II. It is not a mastered skill. It should fade on class change just like any of the other non-masterable abilities of other classes.