je viens de tomber sur ça
After collecting the feedback, testing in game, and testing the new changes, enchanters are going to receive some fixes to address a few places where they weren't powerful enough.
As background, in Update 13, we introduced a new type of damage resistant root that had a chance to break every tick, regardless of whether or not the target was damaged. That type of root was granted to Enchanters and turned out to overpower the classes in one way, which masked other places they weren't powerful enough.
There was a large disparity between soloability between unbreakable roots and using pets before LU16. Our goal is to ensure that both using roots and pets are viable methods of playing without either overpowering the other in all situations. To bring pets in line I made these changes:
Increased the reliability of the Coercer Charm.
Increased some of the offensive and control capabilities of the Illusionist Pet in the next hotfix.
An upcoming hotfix will increase the durations of the roots and decrease their break chances significantly.
In addition, I decreased the tick count on the dots without decreasing their overall damage. They won?t trigger damage checks as often. In playtesting these changes, Treasured-equipped enchanters can definitely take on single up-arrow even-con monsters without the assistance of a controlled pet.
Also, a review of their direct damage capabilities showed that they were paying more power per damage than they should. In some cases, power costs have been reduced, in other cases damage was increased. I also decreased power cost on the Coercer resist debuff and Illusionist offensive debuff and increased their durations to bring them in line.
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Jared Sweatt
EverQuest II Spells and Combat Designer
Comme quoi Kara ne pleurait pas. Ils n'ont mis que 24 heures (le post date du 10 novembre) pour se rendre compte qu'ils avaient fait n'importe quoi . Il ne doit pas y avoir beaucoup d'illusionnistes et de coercers sur les serveurs de test
