123734-feedback-game-update-17-march-2015

== Content ==
			
Hey Folks!At this time maintenance has been completed. Please leave us all your feedback regarding these notes in this thread.Cheers!
 	
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			Not sure if I should post this here or raise it.  The "Teleport to Instance" bug, is that being fixed?  It's a royal pain in the backside to have to run half way across the World to get to your party because of a lame disconnect.	
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If a player leaves a dungeon without rolling on any "Need vs Greed" loot, they will now automatically pass on all loot.
THANK YOU!
 
Bev-O-Rage
Adjusted several of the gauntlet sequences so that sparks aren't shooting from both sides at once.
Removed the Carbonated debuff ability from Bev-O-Rage.
Increased incoming healing buff from Aurin Amber from +300% to +500%.
Removed the DoT from Carbonated Destruction.
Reduced the damage of the gauntlet spells by ~15%.
Why? All you had to do was make sure the dot doesn't last after reboot...
 
The Malgrave Trail
Increased the speed of the caravan by 10%.
All resources will be consumed substantially more slowly throughout the instance.
Caravan should no longer get permanently stuck at camp if a Caravan Member dies walking to their camp location
Increased the power of armed caravan members' attacks by about 15%.
Doubled the bonus resources provided by each Settler player in a party.
Sped up the rate at which Fatigue is reduced while camping.
Decreased the time necessary to unlock the "Malgrave Speedster" achievement to 55 minutes.
This was really needed.
 
Guilds
Fixed issue in the Guild Roster where selecting a member row when filtering offline members would cause the selection to skip to the last row.Time to start cleaning :D	
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"Having the 40-man System Daemons achievement will now count towards the purchase of Datascape-quality Glory gear."
 
Interesting timing for this one.  :P	
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I was already able to steal aggro from the tank during the Bev-O-Rage healing phase now it's gonna be really fun ;)
 
What about the dyes? Does it mean that legendary pouches now only drop epic dyes?	
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Housing
Fixed the client lag when players visit another player's housing plot. 
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GloryHaving the 40-man System Daemons achievement will now count towards the purchase of Datascape-quality Glory gear. 
Thanks!	
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OMG! You didn't just nerf bev-o-rage, you hammered him so hard with the nerf bat we can do the fight now by rolling our face across our keyboards (look mom, no hands!). Are you crazy? Can you not leave some challenging content in the game to give folks some reason not to simply raid-log? No one expects dungeons to be raid-level difficulty or to drop raid level gear, but patch after patch you continue to buff the players while leaving the dungons untouched. The net result is that the content gets easier and easier, but now you're nerfing that too?
 
All bev-o-rage needed was  for the dot to be removed when you got pushed into the gauntlet (which you fixed) and maybe, just maybe a SLIGHT (10-15%) damage reduction on the carbonated DoT. That is it, healing did not need to be buffed as resource management as a healer in this game is already irrelevant since focus is pretty much an infinite resource - espcially in dungeons. Most of your dungeons can be done without a healer (1 Tank & 4 DPS), now we can add protogames to that as well. Maybe you should consider removing the healer role from the game because healers are starting to get very bored in dungeons. They literally need to heal for 1, maybe 2 boss fights between which they can take a nap (or have to have a dps set and switch back and forth between the two). Protogames was a refereshing change from how easy the existing vet dungeons had become after you buffed everyones gear, it seemed to be balanced around drop 4 gear & stats instead of release gear & stats like the other dungeons. Now, just like the others, it's faceroll-tastic!	
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			Hum. Making the classes easier every drop isn't enough, I suppose. Gotta nerf content too.	
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OMG! You didn't just nerf bev-o-rage, you hammered him so hard with the nerf bat we can do the fight now by rolling our face across our keyboards (look mom, no hands!). Are you crazy? Can you not leave some challenging content in the game to give folks some reason not to simply raid-log? No one expects dungeons to be raid-level difficulty or to drop raid level gear, but patch after patch you continue to buff the players while leaving the dungons untouched. The net result is that the content gets easier and easier, but now you're nerfing that too?
 
All bev-o-rage needed was  for the dot to be removed when you got pushed into the gauntlet (which you fixed) and maybe, just maybe a SLIGHT (10-15%) damage reduction on the carbonated DoT. That is it, healing did not need to be buffed as resource management as a healer in this game is already irrelevant since focus is pretty much an infinite resource - espcially in dungeons. Most of your dungeons can be done without a healer (1 Tank & 4 DPS), now we can add protogames to that as well. Maybe you should consider removing the healer role from the game because healers are starting to get very bored in dungeons. They literally need to heal for 1, maybe 2 boss fights between which they can take a nap (or have to have a dps set and switch back and forth between the two). Protogames was a refereshing change from how easy the existing vet dungeons had become after you buffed everyones gear, it seemed to be balanced around drop 4 gear & stats instead of release gear & stats like the other dungeons. Now, just like the others, it's faceroll-tastic!
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Put me down for not liking the Bev-O-Rage nerf.
 
I kind of understand- most players in my build won't run UPG because of the boss, and the healcheck was definitely harder than the DPS check by a LOT.
 
HOWEVER, healing is mostly boring in most dungeons- I get excited when a dps accidentally pulls in an extra trash mob these days. Having a challenge like Bev-O-Rage was kind of nice.	
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The drop rates for rare dyes from Veteran Shiphand reward bags have been adjusted.
 
D: So you nerf dyes but don't wanna do anything about the soulbound ships... qq.	
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Lots of great changes here ... however, hoping to get some clarity on this:
 
Stalker
Abilities
Amplification SpikeAmplification Spike can now only be active on 1 ally at a time. 
Does this mean that it will not stack on multiple allies? Or is this, in fact, worded correctly and the 8m radius will only effect the closest target or similar? Can't say it makes it onto my bar a great deal, but it's a nice substitute for defense grid when we're a bit light on warriors ... I can't see how it affecting more than 1 ally is a bad thing, unless it was too powerful, in which case, maybe just dropping the deflect chance? The only utility stalkers have are in tank mode, and this basically removed one of those things. More transparency on why the change happened would be nice.	
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Don't see the fuss about Protogames tbh.
 
9 rooms are absolutely trivial.
Destruct-O-Derby has some challenge to it, but only if you want to do it with all optionals + challenges, otherwise you can just stand still and do nothing for 3 minutes.
Then there's bev-o-rage which is infintely harder to complete. It stands to reason that this room has to be brought in line with the rest of the dungeon. It doesn't take away from the fun of UPG at all. For healers who want a challenge there's still DOD.
 
and lol @ hpxca suggesting you can now do bevorage without healer.	
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Put me down for not liking the Bev-O-Rage nerf.
 
I kind of understand- most players in my build won't run UPG because of the boss, and the healcheck was definitely harder than the DPS check by a LOT.
 
HOWEVER, healing is mostly boring in most dungeons- I get excited when a dps accidentally pulls in an extra trash mob these days. Having a challenge like Bev-O-Rage was kind of nice.
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Bev-O-Rage's fever for the flavor of death has been reduced. I was not expecting to see that many changes! LOL
 
In all honesty, it probably puts it more on par with the rest of the dungeon's fights. But, I haven't run it yet, so I'm just guessing. The rest of the dungeon is a lot of fun with a little challenge, and Bev-O-Rage was...well...ragey! I liked him, but I know a lot of folks that did not.
 
We'll be trying Malgrave trail again soon. Sounds like some much needed improvements have been made there :) Thanks!	
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The healcheck was ridiculously hard for espers. As a main Esper healer with over 2600sp I enjoy this buff. My alt Medic easily passed the healcheck with only 2200sp.
 
As for Bev-O-Rage, this boss is harder than most, if not all, of the GA bosses. I wouldn't say nerfs were needed, but I understand.
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As for Bev-O-Rage, this boss is harder than most, if not all, of the GA bosses.
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I find it pretty timely honestly.  I have pug'ed that dungeon a few times, and every time we get to Bevo, there would be 1-2 people that just don't get it, complained constantly.  I even had one last night that said he was never able to complete the dungeon because of that boss.  These are people in at least dungeon level gear, and while it is certainly a LTP issue, I can understand where they were coming from.
 
So on the surface it most certainly needed a nerf, as it was way out of line with the other encounters, but I think they hit too many things too hard.	
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Lots of great changes here ... however, hoping to get some clarity on this:
 
Stalker
Abilities
Amplification SpikeAmplification Spike can now only be active on 1 ally at a time. 
Does this mean that it will not stack on multiple allies? Or is this, in fact, worded correctly and the 8m radius will only effect the closest target or similar? Can't say it makes it onto my bar a great deal, but it's a nice substitute for defense grid when we're a bit light on warriors ... I can't see how it affecting more than 1 ally is a bad thing, unless it was too powerful, in which case, maybe just dropping the deflect chance? The only utility stalkers have are in tank mode, and this basically removed one of those things. More transparency on why the change happened would be nice.
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I find it pretty timely honestly.  I have pug'ed that dungeon a few times, and every time we get to Bevo, there would be 1-2 people that just don't get it, complained constantly.  I even had one last night that said he was never able to complete the dungeon because of that boss.  These are people in at least dungeon level gear, and while it is certainly a LTP issue, I can understand where they were coming from.
 
So on the surface it most certainly needed a nerf, as it was way out of line with the other encounters, but I think they hit too many things too hard.
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			What's with all the content nerfs? I thought you guys wanted this game to be challenging. The Bev-O-Rage changes, in particular, were completely unnecessary. Keep trying to kill me, that's what makes it fun. I sub to WildStar, not CandyLand.	
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			The bonetraps in Kel Voreth at the first boss (Grunt) do about 60-70k damage once you step in, is this intended? It isn't in the patch notes.	
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The bonetraps in kel Voreth at the first boss (Grunt) do about 60-70k damage once you step in, is this intended? It isn't in the patch notes.
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			Surely a bug. Defeats the purpose of them stunning you if they just kill you.	
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{| class="blockquote"
Lots of great changes here ... however, hoping to get some clarity on this:
 
Stalker
Abilities
Amplification SpikeAmplification Spike can now only be active on 1 ally at a time. 
Does this mean that it will not stack on multiple allies? Or is this, in fact, worded correctly and the 8m radius will only effect the closest target or similar? Can't say it makes it onto my bar a great deal, but it's a nice substitute for defense grid when we're a bit light on warriors ... I can't see how it affecting more than 1 ally is a bad thing, unless it was too powerful, in which case, maybe just dropping the deflect chance? The only utility stalkers have are in tank mode, and this basically removed one of those things. More transparency on why the change happened would be nice.
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			And carbine keeps nerfing one Datascape Boss after another. Now Gloomclaw was nerfed. The way it is going right now, Datascape will be a joke in a few months.	
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My mount is now faster and people leaving group auto-pass!! good little patch if you ask me.Also, I feel like only fixing the random AI reset on gloomclaw adds wouldve been enough to make it work as intended. 
Also, any plan on adjusting the tree health on Life/Air pair? Nerf is one thing but fine tuning is an other, this fight is crazy hard and could use some love on the tree side only.	
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Just in case anyone else comes here in he future to ask about the Amplification spike change this clarifies things:
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Perhaps the patch note is misleading. Your Amplification Spike can still affect 5 allies but if multiple Stalkers cast Amplification Spike your allies will only ever be under 1 instance of it (the highest tier takes priority). This change was made to prevent multiple stalker tanks stacking Amp spike in the raid to reach 100% deflect chance for raid members
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The bonetraps in Kel Voreth at the first boss (Grunt) do about 60-70k damage once you step in, is this intended? It isn't in the patch notes.
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Gurka worked fine for our group.
 
The cages do their normal dmg if they catch you, on breaking (holding button etc.) thou they explode for the 70k - even on tank
 
Forgemaster seems to reset quite often when moving him down the stairs from the forge - 1-2 times per pull for us	
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Or Gurka no round telegraphs (idk what the cast is called)
 
Also the last boss of SSM does insane dmg on the first pull.
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			concerned about all the nerfs to content, feels like its more than just tuning. malgrave trail things are way understandable, that place is cancer, proto games and certainly DS shouldnt be made easier, give players a chance to rise to the challenge.	
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Sounds like a positive bug tbh.
You shouldn't be running into those things. Good mechanic to unlearn this behaviour from people ;)
 
But yeah, either add to patch notes or report as bug.
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While we're at it, just make all WS telegraphs a 1 shot. That'll learn people.  :rolleyes:
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When you refer to gurka are you referencing the ability that follows you, the circles that "divide" the floor, or both?
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			Not happy with the nerf to Bev-O-Rage. This was one of the best fights in the game. Why? You removed the dot after we get thrown into the gauntlet. Nothing else was needed. Not happy at all.	
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The alternative challenge loot is iLvl 68, is this intended?
 
You basically exchanged a lvl 79 tier token with a lvl 68 accessory. Is it different for the later bosses? We only saw Lattice/Limbo challenge today.	
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The alternative challenge loot is iLvl 68, is this intended?
 
You basically exchanged a lvl 79 tier token with a lvl 68 accessory. Is it different for the later bosses? We only saw Lattice/Limbo challenge today.
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Is a bug.
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Are the wrong items dropping, or do the accessories just show the wrong item level?
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			Data Drifter is slower if you have expert riding skills :( worst 80p ever	
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Data Drifter is slower if you have expert riding skills :( worst 80p ever
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wait is it like much slower? or like the difference between savage pig and expert riding skill?
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The wrong items are dropping. Those are GA loot tables I believe.
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Alternatively, Ohmna should drop Avatus weapons/artifacts by mistake too.
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The bonetraps in Kel Voreth at the first boss (Grunt) do about 60-70k damage once you step in, is this intended? It isn't in the patch notes.
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Avatus blue room is getting buffs more frequently than it used to.  Protocols 1 and 2 are the same as before, but protocol 3 is getting 5 buffs and protocol 4 is getting 7.
 
Also I'd like to confirm the Data Drifter is not getting the increased movement speed with the expert riding license.
 
Thanks!	
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The wrong items are dropping. Those are GA loot tables I believe.
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When you fix this, will I be able to switch the implant I got in from DS challenge to the correct one?
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Make a ticket. TT said you could try that in a stream yesterday
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