From Lam notes
- NEW: The Cannith Propulsion Boots now share a cooldown with Abundant Step and Leap of Faith.
I call shenanigans period!!
From Lam notes
- NEW: The Cannith Propulsion Boots now share a cooldown with Abundant Step and Leap of Faith.
I call shenanigans period!!
The sleeper has awakened
Krakonos The Ancient One Guild leader of Guardians of the Game Khyber
KrakenHeads(L20 WF THF) Ftr, KrakenSkulzz(L20 WF TWF), KrakenKills(L24 Drow Assisin), Spydraxis, KrakenSouls(L25 Human Fvs), KrakenHealz(L24 Human Cleric), KrakenTunes(L18 Drow Bard/Crafter A150/D150/E150)
Last edited by FAQ; 09-12-2014 at 10:41 AM. Reason: Fleeing from grammar nazis!
And to slip it in almost 3/4 of the way down the release notes and in normal text.....should have been right up front with text the size of Texas imo since I remember some where in a dev post that they said they haven't updated legacy loot since they did not want to upset the player base by doing that well monumental failure.
The sleeper has awakened
Krakonos The Ancient One Guild leader of Guardians of the Game Khyber
KrakenHeads(L20 WF THF) Ftr, KrakenSkulzz(L20 WF TWF), KrakenKills(L24 Drow Assisin), Spydraxis, KrakenSouls(L25 Human Fvs), KrakenHealz(L24 Human Cleric), KrakenTunes(L18 Drow Bard/Crafter A150/D150/E150)
Wait...what am I missing here. I haven't used the boots in quite some time but IIRC they have something like a 10 minute cool down after use. Abundant step is only a few seconds. While they now share a cooldown, the boots themselves are infinitely more useful now IMHO.
Can you give me an example where you would need to have the boots immediately followed by abundant step?
I'm seriously not trolling here, I cannot think of anything that would need that except maybe a jump or two in explorer areas?
If I read the notes and the Devs response I think it is like this:
Hit boots - get a 3 second cooldown that stops you from hitting abundant step/wings/leap - after 3 second cooldown you get your normal cooldown for the item/ability.
So it just stops double jumping....which was being used by some to exploit/break some quests/raids.
Personally I have never used it so I will not miss it. It isn't a nerf to anyone like me which I would guess is a majority of players.....ie, I have one monk, one FVS, no Airsavants.....so not many I can can double jump with anyway. I also can't see a real need in any quest to use it. The only downside I see is a bit of a drop in fun just running around in public places winging/leaping...it isn't stopped just have to have a gap between jumps.
Last edited by Spoonwelder; 09-12-2014 at 10:54 AM.
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I thought the boots were sort of indirectly nerfed with the introduction of the speed suffix. The +15 jump was still useful, as was the propulsion, feather falling is always easy to squeeze in to any build/item. but it was nice having striding and feather falling on one item. I wish they would change the striding 30% to speed 30%. Then I'd start wearing mine again.
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I'm curious what exactly the argument is for preserving double jump. It obviously is allowing unintended gameplay...so they can either alter all the quests affected and then have to design every future quest to be double jump proof, or they can just remove double jump.
And even if they just tweaked all the affected quests, why would you still want double jump? What does it do besides break quests? I don't see how you can frame your argument in any way that isn't just "we just don't want to stop exploiting"
The devs need to start designing quests with ledges further away than the boots, leap of faith and abundant step can reach that used to be too far away before. Need to cap the jump skill so to speak. That's where the attention needs to be put because, in the words of a recent dev post, players are crafty.
#MakeDDOGreatAgain
You are the one choosing not to play alts.
Casual player now investing way less than I used to into the game, playing 1-3 months at a time and still want nothing to do with Reaper. #improvepuggrouping#alldifficultiesmatter
LOL. There goes my super fast demonweb explorer run.
so they spent some time adjusting things tht don't need attention instead of working on stuff that does...
The "nerf".. or I suspect the proper term would be "fix".. is to remove the unintended benefit of being able to "double Jump"
of course because it is something that players could benefit from it popped up to the top of the fix list...
Argo: Degenerate Matter - 200
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Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
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This would be a complete waste of time.
Yes, Players are crafty, why would you want to squelch that and force everyone to take the lemming path and crush any investment into skills/abilities that allow players to find new ways of accomplishing goals.
Not everything has to follow the guided tour path.
Crushing creativity and all our players will be stuck inside invisible walls like mimes...
we don't want invisible walls or any mechanic that kills creativity which will in turn kill any reason to play this game.. unless you want to rename it Neverwinter.
Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)