19 thoughts on “Game Update 57 Update Notes for Test/Test Copy

  1. APPEARANCE SLOTS
    Weapon appearance slots are no longer restricted to being the same wield style of your equipped weapons.

    Hmm nice guess i can finally equip that big two handed axe on my assassin lol

  2. Fighter heals can no longer critically heal. If that’s what it appears to be that is the biggest nerf to paladins that I have ever seen. If that is true, they better be getting an upgraded amount to non-critically heal otherwise i don’t think i would even bother pressing heal buttons in a raid.

  3. Tons of nice stuff? This is the worst update since their ‘bug squash’ update with almost no useful content at all. This is almost entirely geared towards the level 1-20 experience from the UI changes to making characters.

    Horrible, horrible update

  4. Funny shit. Unlike Mythic, which has let DAOC, one of the best MMOs in existance, die off, SOE is actually trying to bring new blood into the game with F2P and revamped 1-40 experience.

    Maybe we can just focus end-game and let the game degenerate into 1500 people bitterly griping about how they deserve all the attention. That’ll be fun, won’t it?

  5. I’m a little miffed that they simply can’t write a script in for the fighters that enter the Battlegrounds, to lower their heals so that they don’t crit. We all know it’s because of PvP that they’re doing that, anyway.

    Fine. So why does the PvE crowd have to suffer? This game isn’t built off of a PvP platform. Leave your regular playerbase alone.

  6. Can understand the tank-heals not critting change, in TSO they were useful additions, in SF with critbonus and potency handed out by the bucketload, they were starting to get a bit too powerful, certainly enough for many tanks to handle easier SF instances w/o a healer (possibly even solo).

    That said most of GU57 seems to be fundimental changes (instead of the usual gamut of new quests while ignoring older problems) tweaking classes finalising the transport revamp UI changes, plus new spell effects.
    Kinda refreshing, but with the size and detail on some of the new effects already in game i’d like more choice as for what spells to display (full spell-list with checkbox ideally, but even an option to disable the most flashy spells would be handy). Fighting a raidmob is already like a fireworks display at times.

    Would still like to see all the classes become neutral, never saw the point a separation in the 1st place (outside of lore/rp servers), so leaving 1/3 the classes without the option to betray and keep their class seems rather stupid. Most players dont care much for lore when it comes to game-play so why maintain such an arbitary limit?

  7. In reguards to the changes made to travel.

    -Some mount routes pass by the intended location’s path on the way back to the “central hub” that connects different areas of the map. The biggest example would have to be Greater Faydark. If I take Crushbone to New Tunaria station then I pass by the path that leads over the river(a root or log) and head to Old Kelethin station where the connected pathing just sends me back towards that path over the river…..

    -Kingdom of Sky zones are now a beacon for exactly how I, and most likely all players, wish travel to be. All of the travel is near instant and the cloud tour takes you across all parts of the map so you can easily jump into a location for a quest without traversing the entire isle/area.

  8. Don’t forget about the “updated” visuals. They’re 100% crap, and after showing a few folks I raid with what they look like, they’re ruining the game for a lot of us. Might not be important to everyone, but damn it, visuals are very important when i’m playing a game. The “update” looks like WoW spell effects, only way worse.

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