What's still missing for Tideborn?

124

Comments

  • Ceshiari - Sanctuary
    Ceshiari - Sanctuary Posts: 757 Arc User
    edited March 2010
    Ill personally attack the 'tides.

    I cant stand them. They need to be nuked. The whole damn city.

    "We dont take kindly to your type around here"

    b:pleased
    [SIGPIC][/SIGPIC]
  • _Anemone_ - Sanctuary
    _Anemone_ - Sanctuary Posts: 16 Arc User
    edited March 2010
    u people who think we need to be nuked are VERY VERY silly. i veno can solo practically the entire game but u don't call them 'OP' Anyways, psychic skills do a great deal of damage at low lvls because they do not get any better nor do we get many (GOOD) attack skills later on most of them requiring to many sparks. at higher lvls we even out. I suspect the reason psychics take aggro so much is because most of us refuse to nerf ourselves like many clerics, archers and wizzy do. we simply can't afford it in the grind. WE MUST NUKE OUR MOBS OR DIE. thus we do great damage.

    wanna play the OP game? ok here u go
    clerics can spam heal themselves and do physical and magical damage and buff all their stats. guess they must be OP
    archers crit like crazy and have decent defence for magic and physical resist and also have lotsa status attacks and decent health. guess they must be OP
    barbs have insane health and can tank about 5 mobs at once guess they must be OP
    veno have tank DD and healer all in one guess they must be OP
    BM can heal themselves and increase both types of resistance and have lotsa stuns and 4 different types of weps. quess they must be OP
    Wizzy do awesome damage in 3 different elements and can heal themselves. guess they must be OP
    psychic can heal and has awesome damage in 2 elements plus lotsa status attacks guess they must be OP
    assasin has crasy crit and stealth must be OP

    oh their u go the OMG thats overpowered list. the game is balanced now go cry in a corner. All classes can work well in a party if they know what they are doing.

    My faction actually seeks me out as an awesome DD. i DON'T steal aggro because guess what? they know what they are doing too! (which is serious determining factor)
  • Shealu - Heavens Tear
    Shealu - Heavens Tear Posts: 189 Arc User
    edited March 2010
    As previous post say >.>
    Watch yourself before to complain about the others b:beatenup

    *just wanted to use it lol ---> b:beatenup *
  • Limeball - Heavens Tear
    Limeball - Heavens Tear Posts: 305 Arc User
    edited March 2010
    I'm kinda peeved off that the Tideborn's are lacking in most aspects of the game compared to the other classes. I shrugged it off when the first come out, I mean some bugs and a few EQs missing here and there were almost expected to be there.

    Only it's been months since and there's been no word period from the development team or GMs stating that any of this was to come, was under contruction or being looked at. The past maintenances have all just been for "fixing minor localization issues" which has absolutly no meaning to players, why even announce it?

    Oh sorry, this time we did get a fricking 7th useless daily quest. Hey sure, bringing out a new class/ race is fine, just make sure it's actually ready and in working order before release date.
    Reikara - 94 HA/AA Veno - Heaven's Tear - Retired
    Limeball -84 Assassin - Heaven's Tear - Retired
    Reikarah - 99 Seeker - Sanctuary - Retired

    Why do I stick around? I draw pwi fanart.
  • JanusZeal - Heavens Tear
    JanusZeal - Heavens Tear Posts: 3,852 Arc User
    edited March 2010
    Damage is a part of aggro, yes, but not all of it. Otherwise how did they reduce the aggro without also reducing the damage?[

    In other words, you cannot say "aggro = damage", because it doesn't. Analogies based on that claim are false, or inaccurate at best. "Damage = damage" and there is little evidence that either Tideborn class is clearly OP when it comes to the numbers.

    If you think I'm wrong, show me the numbers instead of referring to pointless anecdotal evidence, which is not a decent basis for an objective statement of fact.
    Pardon? Where was it ever suggested that damage encompasses aggro entirely? I play a barb in his 80s, and I know that isn't the case, especially when I just made a comparison of ream and aggro. Brilliant straw man logic there. You not only managed to forego reading comprehension but pull off a near perfect score in straw man too.

    By the way, where are any facts that you've presented? I just see a horrendous argument being made, so you're going to have to do better than throwing a hilarious wikipedia link at me followed with making a subjective and terrible retort on your part.
    LOL. I've done this myself with my LA cleric (with crits) and with my veno's pets. If you think archers and wizards can't do that, then you must not squad with strong archers or wizards much. I've seen it happen and had to heal them. (Of course, the fact that Qingzi's aggro resets at 50% health makes it a bit easier.)


    You said, "If people wanted completeness, why did they continue to play races that weren't complete from the get-go?" I just answered your question.


    LOL. Pot, you're the black one.

    Personally, I go with, "Don't attribute to malice what can easily be explained by stupidity." I just think they underestimated the time it would take to implement these things before people needed them. Simply forgetting to account for other bug fixes can add unexpected time to a schedule.

    If you want to prove me wrong, don't insult me, just show me strong objective verifiable evidence. That's all it takes to convince me.

    If you don't, keep insulting me, it makes your arguments sound sooo much stronger. b:chuckle
    Who counted aggro shifting coded into any mob as losing aggro? You? I once took aggro with my cleric! Impressive. However, that was not what was iterated at all.

    Er, yeah, don't attribute malice what can easily be explained by stupidity, followed by zomg keep insulting me. Pot kettle black? Is this really about my posts? Or yours? You've done not only a fantastic job here of being a hypocrite but making a funny argument and demanding someone be any more factual than you have been, which is not at all. b:chuckle When you can take an argument for face value instead of throw in straw man arguments and debate it like a big boy, let me know.
  • wtvdie
    wtvdie Posts: 0 Arc User
    edited March 2010
    Just curious, but what things are still missing for Tideborn classes? Here are the ones I know of:

    1. No level 79 or 100 skills.
    2. No Demon/Sage skills.
    3. No Tideborn, Assassin, or Psychic specific skills for genies.
    4. Tideborn wings can't be upgraded.
    5. Inability to re-purchase level 30 quest wings. FIXED
    6. Lack of proper grammar in quests. IMPROVED
    7. Large lack of TT weapons (60 green, 90, and 99 gold are all we get).
    8. Fix for the ATI graphic card bug that shows Tideborn faces as off-white, regardless of skin color.
    9. No OHT weapons.
    10. No green Frost/Lunar weapons.
    11. No gold level 100 Lunar weapons.
    12. Correct skill descriptions (Focus Mind, Forced Stealth, Power dash, etc...).
    13. Auction categories for Tideborn weapons and wings. FIXED
    14. No Dragon Quest weapons.
    15. No Messenger of the Sages weapons.
    16. No Warsoul weapons.
    17. Skill fixes for existing skills (Deaden Nerves and the Soul of X skills don't get much more useful as you level them).
    18. No third spark.

    Anything else I'm forgetting?

    EDIT: Updated list. Please post in this thread to let me know if any of these have been fixed or if any are other items are still missing.

    Not like u can afford them... but tideborn weapons are at warsoul.... btw. look carefully.
  • SpiritDivine - Sanctuary
    SpiritDivine - Sanctuary Posts: 193 Arc User
    edited March 2010
    Text

    So you really dont have anything to say? You got caught being wrong on a bunch of things. Learn from it and move on. Saying one thing and then changing your mind on it later on especially doesnt help your case. Good luck in the future
  • Anemone_ - Harshlands
    Anemone_ - Harshlands Posts: 212 Arc User
    edited March 2010
    u people who think we need to be nuked are VERY VERY silly. i veno can solo practically the entire game but u don't call them 'OP' Anyways, psychic skills do a great deal of damage at low lvls because they do not get any better nor do we get many (GOOD) attack skills later on most of them requiring to many sparks. at higher lvls we even out. I suspect the reason psychics take aggro so much is because most of us refuse to nerf ourselves like many clerics, archers and wizzy do. we simply can't afford it in the grind. WE MUST NUKE OUR MOBS OR DIE. thus we do great damage.

    wanna play the OP game? ok here u go
    clerics can spam heal themselves and do physical and magical damage and buff all their stats. guess they must be OP
    archers crit like crazy and have decent defence for magic and physical resist and also have lotsa status attacks and decent health. guess they must be OP
    barbs have insane health and can tank about 5 mobs at once guess they must be OP
    veno have tank DD and healer all in one guess they must be OP
    BM can heal themselves and increase both types of resistance and have lotsa stuns and 4 different types of weps. quess they must be OP
    Wizzy do awesome damage in 3 different elements and can heal themselves. guess they must be OP
    psychic can heal and has awesome damage in 2 elements plus lotsa status attacks guess they must be OP
    assasin has crasy crit and stealth must be OP

    oh their u go the OMG thats overpowered list. the game is balanced now go cry in a corner. All classes can work well in a party if they know what they are doing.

    My faction actually seeks me out as an awesome DD. i DON'T steal aggro because guess what? they know what they are doing too! (which is serious determining factor)



    My Evil/Good twin speaks the truth.

    On fights with good barbs where I don't wanna pull, I never do. *Unless of course I seriously outlevel the barb*

    It's kinda funny actually that the only tideborn hate seems to come from the forums and not the actual game. b:chuckle
    Who doesn't love pie!?
  • Maragon - Dreamweaver
    Maragon - Dreamweaver Posts: 645 Arc User
    edited March 2010
    Tides do have warsoul weapons now actually. They can be crafted with 100 of each mat rather than 99 each and the mold so it basically the same. ....not that anyone is going to get one anytime soon.


    O and you forgot to put a real fb19 on your list
    [SIGPIC][/SIGPIC]
  • JanusZeal - Heavens Tear
    JanusZeal - Heavens Tear Posts: 3,852 Arc User
    edited March 2010
    So you really dont have anything to say? You got caught being wrong on a bunch of things. Learn from it and move on. Saying one thing and then changing your mind on it later on especially doesnt help your case. Good luck in the future
    "A bunch of things".. you sure got me there. b:chuckle
  • Aneurysmal - Heavens Tear
    Aneurysmal - Heavens Tear Posts: 798 Arc User
    edited March 2010
    Just curious, but what things are still missing for Tideborn classes? Here are the ones I know of:

    1. No level 79 or 100 skills. <---You don't want the ones they released in China from what I hear, hopefully they're working on better skills for PWI than PWCN currently has
    2. No Demon/Sage skills. I did a post during week 1 of the release about what several of these should be to stay consistant with the patterns of other classes for sage/demon, oh well, guess they don't pay attention.
    3. No Tideborn, Assassin, or Psychic specific skills for genies.
    4. Tideborn wings can't be upgraded.
    5. Inability to re-purchase level 30 quest wings. FIXED
    6. Lack of proper grammar in quests. IMPROVED
    7. Large lack of TT weapons (60 green, 90, and 99 gold are all we get).
    8. Fix for the ATI graphic card bug that shows Tideborn faces as off-white, regardless of skin color.
    9. No OHT weapons. <--Makes logical sense with the storyline behind OHT, however, there should've been a completely different culti chain for Tideborns that would parallel OHT.
    10. No green Frost/Lunar weapons. <---Why would we need them, the weaps go straight to gold, greens are weaker in both cases and never have as good of mods
    11. No gold level 100 Lunar weapons. <---This is just the gold OHT weapon
    12. Correct skill descriptions (Focus Mind, Forced Stealth, Power dash, etc...).
    13. Auction categories for Tideborn weapons and wings. FIXED
    14. No Dragon Quest weapons.
    15. No Messenger of the Sages weapons. <----WRONG, it's been there since day 1, go get rank 6 and the 7 signs... tada, crappy -10 channeling weapon.
    16. No Warsoul weapons. <----WRONG, they've been there since day 1
    17. Skill fixes for existing skills (Deaden Nerves and the Soul of X skills don't get much more useful as you level them).
    18. No third spark. .. or Master Li's Technique, or Mo Zun's Taunt

    Anything else I'm forgetting?

    EDIT: Updated list. Please post in this thread to let me know if any of these have been fixed or if any are other items are still missing.

    Responses in RoyalBlue
    Main:
    [SIGPIC][/SIGPIC]
    Alts:
    Lypiphera 101 Cleric
    Incompetance 100 Blademaster
    MetalPenguin 101 Seeker

    b:dirtySolara_Craft/Disarmonia_Xb:dirty
  • frankieraye
    frankieraye Posts: 250 Arc User
    edited March 2010
    Just curious, but what things are still missing for Tideborn classes? Here are the ones I know of:



    No level 79 or 100 skills.
    No Demon/Sage skills.



    Hey guys, we can definitely understand why Tideborn players are clamoring for these updates, so I'm happy to tell you that the two concerns listed will be added to the game very soon, and the rest of the list (which I didn't quote) is being worked on for a major content update in late April.


    FrankieRaye
  • melodux
    melodux Posts: 0 Arc User
    edited March 2010
    Hey guys, we can definitely understand why Tideborn players are clamoring for these updates, so I'm happy to tell you that the two concerns listed will be added to the game very soon, and the rest of the list (which I didn't quote) is being worked on for a major content update in late April.


    FrankieRaye

    WOOT WOOT! Thx for the update! I'll bookmark this post so when ppl QQ about the TB, I can post it for them. b:chuckle
  • Sangodoc - Dreamweaver
    Sangodoc - Dreamweaver Posts: 501 Arc User
    edited March 2010
    Thanks wtvdie and Aneurysmal for the corrections. I've updated the first post again. I don't really know much about the Frost/OHT/Lunar weapon stuff yet, since my highest level alt so far is only level 66, so any improvements on how to describe those weapons is appreciated.

    And thanks to Frankieraye for the update on when these things are coming. b:victory
    Pardon? Where was it ever suggested that damage encompasses aggro entirely?
    That would be the part where you said "dmg is still aggro" (which can be read as "damage = aggro"), insisted that the Tideborn damage needs to be reduced to prevent aggro, and then talked about nothing but damage output in regards to aggro. You even referred to the patch where the aggro was reduced without reducing the damage as the "supposed aggro nerfing" (emphasis added), as though you didn't think it happened or was possible.

    So, that wasn't a "straw man" argument, since you didn't once mention anything other than damage causing aggro, and you even said "dmg is still aggro". It's not a "straw man" argument to point out that there is more to aggro than just damage, when you insist that they need to drop the damage to reduce aggro. I also pointed out that the damage isn't obviously OP either, so nerfing it to fix any supposed aggro problem is a bad idea, since it just weakens their damage output unnecessarily.

    Whether you wrote something more about aggro in some other thread or know more about aggro than what you had stated here is irrelevant to my comment at the time, since you hadn't said anything of the sort here. I may play a psychic, however IRL my ability to tell what you know is limited to what you write here, where I can read it. ;-)
    By the way, where are any facts that you've presented?
    If you're making claims, then the burden of proof lies upon you to prove it, not upon everyone else to disprove it. You said that balancing of skills and damage will come, I disagreed and explained why, and you flew off the handle and got insulting.

    I still think you're wrong and that you've done nothing to prove your case. Time will show which of us is right, I guess.
    Who counted aggro shifting coded into any mob as losing aggro? You? I once took aggro with my cleric! Impressive. However, that was not what was iterated at all.
    You said, "I watch psychics still pull off of reaming barbs in their 40s doing BH29, something that archers nor wizards could do, and this was after that supposed nerf." (emphasis added) I simply said I've seen examples of other classes pulling aggro too (and I doubt I'm the only one), which disproves that claim as far as I'm concerned. For good evidence I'd only have to get one video to prove you wrong (sadly, my computer isn't up to that task), however there is _nothing_ you could show to prove that it's NOT possible. Therefore you've made a pretty weak claim that you cannot even prove.

    The rest of your post is just whining about how *I'm* bad at making arguments, so there isn't anything that needs to be said about that which anyone else can't figure out on their own. b:chuckle
  • JanusZeal - Heavens Tear
    JanusZeal - Heavens Tear Posts: 3,852 Arc User
    edited March 2010
    That would be the part where you said "dmg is still aggro" (which can be read as "damage = aggro"), insisted that the Tideborn damage needs to be reduced to prevent aggro, and then talked about nothing but damage output in regards to aggro. You even referred to the patch where the aggro was reduced without reducing the damage as the "supposed aggro nerfing" (emphasis added), as though you didn't think it happened or was possible.
    This is merely your misinterpretation of a post, nothing more. Damage = aggro means that damage is part of what brings aggro to a mob, not entirely of what encompasses it. How many times or ways does one need to iterate something for you for you to get it? Once again, and let's hope this time you can comprehend, damage = aggro as in damage causes aggro still, beyond aggro reductions. It would be no different than nerfing the threat level from flesh ream but the damage still causing aggro to be pulled to the boss. If you can't figure this one out I dunno what to say. There isn't only one facet to aggro.
    So, that wasn't a "straw man" argument, since you didn't once mention anything other than damage causing aggro, and you even said "dmg is still aggro". It's not a "straw man" argument to point out that there is more to aggro than just damage, when you insist that they need to drop the damage to reduce aggro. I also pointed out that the damage isn't obviously OP either, so nerfing it to fix any supposed aggro problem is a bad idea, since it just weakens their damage output unnecessarily.
    Straw man, taking an example and using an extreme of it to try and make a point in an effort to either a) make the opponents argument seem weaker, or b) not have to argue something at face value, i.e. make your argument seem stronger than it is. This is what you accomplished. No wiki link needed, I'm well aware of what it means. Your post could go up there as an example of it.
    If you're making claims, then the burden of proof lies upon you to prove it, not upon everyone else to disprove it. You said that balancing of skills and damage will come, I disagreed and explained why, and you flew off the handle and got insulting.
    You have stated your own conclusions as fact. You presented none. Burden lies in anyone who makes a claim, as you stated, and you made a claim without facts yourself. Fail.
    I still think you're wrong and that you've done nothing to prove your case. Time will show which of us is right, I guess.
    You've done nothing to prove your own case. Simple as that. Burden of proof, if you recall, is on your own claims.
    You said, "I watch psychics still pull off of reaming barbs in their 40s doing BH29, something that archers nor wizards could do, and this was after that supposed nerf." (emphasis added) I simply said I've seen examples of other classes pulling aggro too (and I doubt I'm the only one), which disproves that claim as far as I'm concerned. For good evidence I'd only have to get one video to prove you wrong (sadly, my computer isn't up to that task), however there is _nothing_ you could show to prove that it's NOT possible. Therefore you've made a pretty weak claim that you cannot even prove.

    The rest of your post is just whining about how *I'm* bad at making arguments, so there isn't anything that needs to be said about that which anyone else can't figure out on their own. b:chuckle
    If there wasn't anything that needed to be said, why did you then? Wow, looks like you just self owned yet again. We'll just pretend that never happened, or call a disagreement "whining". Please reply to me with a whining post.

    Yep, it won't even be 1 second after a barb reams when a psy or 'sin can pull aggro from a reaming barb as early as BH29. This does not happen with other classes until later (I've tried), barring some alternate form of aggro that doesn't include damage, because classes early on are far more balanced outside of tideborns. Even with what was claimed to be an aggro reduction, I haven't seen proof of it amounting to much yet. See, like you, when a claim of something is made, I don't inherently believe it. I use my own experience to guide my claims, like you. Difference is, I'm not so stupid enough as to call my claims fact without basis (and I note you only say you COULD get a video -- could isn't proof of anything, check last quote for proving things), then tell others the burden of proof is only on them when they make a claim and not myself. Maybe you can wiki logical fallacy. Just about synonymous with straw man.
  • _Whisper_ - Raging Tide
    _Whisper_ - Raging Tide Posts: 132 Arc User
    edited March 2010
    this explains everything


    http://www.nerfnow.com/comic/223
    [SIGPIC]http://i21.photobucket.com/albums/b274/skyeuser/Whispercopy.jpg[/SIGPIC]


    I got my Fishy Gills, And my Flippy Floppy's. Im a fish on land, no one can stop mehb:chuckle
  • Somebody - Raging Tide
    Somebody - Raging Tide Posts: 112 Arc User
    edited March 2010
    this explains everything


    http://www.nerfnow.com/comic/223

    b:angry WHISPER!! get back online and send me my mold back >_<

    funny comic btw b:laugh
    Hey guys, we can definitely understand why Tideborn players are clamoring for these updates, so I'm happy to tell you that the two concerns listed will be added to the game very soon
    how soon is soon?? next maintenance, or the week after?
  • skyxiii
    skyxiii Posts: 0 Arc User
    edited March 2010
    Hello! Don't know if these have been added yet but I didn't see them on the first post~
    - Rubber-banding, especially with assassin's teleportation skills.
    - Teleport skils getting you stuck somewhere in the map (like it does sometimes when used on slopes).
    - I think a lot of the mana costs for the Asssassin's skills are incorrect. Sometimes it takes less mana than it says it does in the skill description to cast certain spells.
    - I don't think there are tideborn trainers in Sanctuary, but maybe this was intentional xD
    - I'm not supposed to be able to cast shadow walk without daggers equipped, but I can. I found that kinda funny b:chuckle.

    Thank you for your time, this is a nice thread b:thanks.
  • Ultimalozza - Heavens Tear
    Ultimalozza - Heavens Tear Posts: 34 Arc User
    edited March 2010
    im so tired of people complaining tideborn have no fb19
    ffs people you get to fight a giant octopus UNDERWATER
    i would trade that anywayday

    good times on my pvp sin chyeah...
  • Lady_Seolfor - Dreamweaver
    Lady_Seolfor - Dreamweaver Posts: 73 Arc User
    edited March 2010
    The messenger of sages weapon confuses me.
    In the list here it says fixed. One said they were there from day 1.

    I'm rank 6, lvl 90, still not all the signs(5.9) , but some says they are not in.
    I can see the items listed, but not the rumored **Dream Breaker dagger , and probaly a simular artefact.

    So, what is the fact?
    This is my signature. It is my sin in stealth mode.
  • Pebblezz - Harshlands
    Pebblezz - Harshlands Posts: 19 Arc User
    edited March 2010
    we are missing a genie skill that detects stealth.. or nerf stealth so you can actually see people of the same level... 5 levels under or so would be fine.. same lvl on squishies is just gankin
  • Andromache - Dreamweaver
    Andromache - Dreamweaver Posts: 9 Arc User
    edited April 2010
    Originally Posted by Sangodoc - Dreamweaver
    Just curious, but what things are still missing for Tideborn classes? Here are the ones I know of:


    No level 79 or 100 skills. <---You don't want the ones they released in China from what I hear, hopefully they're working on better skills for PWI than PWCN currently has
    No Demon/Sage skills. I did a post during week 1 of the release about what several of these should be to stay consistant with the patterns of other classes for sage/demon, oh well, guess they don't pay attention.
    No Tideborn, Assassin, or Psychic specific skills for genies.
    Tideborn wings can't be upgraded.
    Inability to re-purchase level 30 quest wings. FIXED
    Lack of proper grammar in quests. IMPROVED
    Large lack of TT weapons (60 green, 90, and 99 gold are all we get).
    Fix for the ATI graphic card bug that shows Tideborn faces as off-white, regardless of skin color.
    No OHT weapons. <--Makes logical sense with the storyline behind OHT, however, there should've been a completely different culti chain for Tideborns that would parallel OHT.
    No green Frost/Lunar weapons. <---Why would we need them, the weaps go straight to gold, greens are weaker in both cases and never have as good of mods
    No gold level 100 Lunar weapons. <---This is just the gold OHT weapon
    Correct skill descriptions (Focus Mind, Forced Stealth, Power dash, etc...).
    Auction categories for Tideborn weapons and wings. FIXED
    No Dragon Quest weapons.
    No Messenger of the Sages weapons. <----WRONG, it's been there since day 1, go get rank 6 and the 7 signs... tada, crappy -10 channeling weapon.
    No Warsoul weapons. <----WRONG, they've been there since day 1
    Skill fixes for existing skills (Deaden Nerves and the Soul of X skills don't get much more useful as you level them).
    No third spark. .. or Master Li's Technique, or Mo Zun's Taunt

    Anything else I'm forgetting?

    Hey guys, we can definitely understand why Tideborn players are clamoring for these updates, so I'm happy to tell you that the two concerns listed will be added to the game very soon, and the rest of the list (which I didn't quote) is being worked on for a major content update in late April.


    FrankieRaye

    So we have 1 more maintenance left in April.
    Should we be expecting great things on Tuesday?
  • ThanosQRt - Dreamweaver
    ThanosQRt - Dreamweaver Posts: 2,457 Arc User
    edited April 2010
    # Large lack of TT weapons (60 green, 90, and 99 gold are all we get).
    fixed
  • f0xxya
    f0xxya Posts: 0 Arc User
    edited May 2010
    -.-'

    Insert ESC button to coming out to stealth mode for the assassin!
  • Darksylph - Heavens Tear
    Darksylph - Heavens Tear Posts: 1,816 Arc User
    edited May 2010
    f0xxya wrote: »
    -.-'

    Insert ESC button to coming out to stealth mode for the assassin!

    Just click the stealth skill again after the CD passes. If ESC could do that, there'd be alot of accidental pop out of stealths when just trying to detarget or whatever.
  • Darksylph - Heavens Tear
    Darksylph - Heavens Tear Posts: 1,816 Arc User
    edited May 2010
    Tideborn FB19 dungeon is still missing.

    To OP, the above post wasnt put into the list but it is a valid missing complaint for TB.

    Also integration of TB molds into FB boss drop tables is still missing.

    The Ocean Tusker (Tabless boss) & the Weapon Tokens are just **** temporary jury-riggings as a holdover, and lack true integration of the TB into the game.
  • Longknife - Harshlands
    Longknife - Harshlands Posts: 4,843 Arc User
    edited May 2010

    No level 79 or 100 skills. <---You don't want the ones they released in China from what I hear, hopefully they're working on better skills for PWI than PWCN currently has

    What's wrong with them? Too OP or just freaking useless?
    I <3 AGOREY
  • Yindra - Sanctuary
    Yindra - Sanctuary Posts: 784 Arc User
    edited May 2010
    No OHT weapons. <--Makes logical sense with the storyline behind OHT, however, there should've been a completely different culti chain for Tideborns that would parallel OHT.

    Well, the Tideborn haven't been there when they wrote that storyline (whatever it may be, I don't think I'll ever get there :-)). However, this isn't history, just bits and bytes forming UTF-8 codepoints. Change the storyline to include the Tideborn and everything is fine. Much less work than making another storyline.

    Along the same line. the Tideborn are completely ignored on everything that was there "before". While I'm happy they don't show up on DQs, it doesn't make a lot of sense. I'm currently doing my first "WQ", and it appears they won't show up there either. Again, I'm happy about this (its a pain to fly to the Tideborn area), but there's no good reason for that. And last but not least, there's always talk about 3 races and stuff. It doesn't really matter where you go, unless it's Tideborn area just about everything screams "the Tideborn have been added later". Even the world map shows that, as they didn't even bother to make enough new territory to keep it rectangular...

    Come to think of it, how come I find lots of "class restricted" items for the Tideborn, but none for the other classes? Same thing, probably... just stick a "Psychic only" on it, so you don't have to worry how it affects other classes.
    Slow progress, game is getting way too grindy :-( Quests I still hope to be able to do some day: FB39, General Feng
  • Sangodoc - Dreamweaver
    Sangodoc - Dreamweaver Posts: 501 Arc User
    edited May 2010
    To OP, the above post wasnt put into the list but it is a valid missing complaint for TB.
    I didn't add the FB19 request because I honestly don't expect them to ever add it. The Ocean Tusker quest seems to satisfy the equivalent of that, even if it isn't a real Call to Duty quest.
    Also integration of TB molds into FB boss drop tables is still missing.
    This is why the Tideborn classes have the Weapon Token quests. This way Tideborn have a chance to get TB molds without having to change the FB boss drop tables.
    The Ocean Tusker (Tabless boss) & the Weapon Tokens are just **** temporary jury-riggings as a holdover, and lack true integration of the TB into the game.
    What you call a "temporary ****", I call a "different flavor" for the Tideborn. Why make all of the races be identical in all aspects, when all that is really needed is for them to be roughly equal? I kind of like that the Tideborn are a bit different in some ways.
  • Riney - Raging Tide
    Riney - Raging Tide Posts: 180 Arc User
    edited May 2010
    Your list forgot Balancing.
    [SIGPIC][/SIGPIC]
    xRiney - League of Legends. TwilightSparkle / Rarity - Path of Exile closed beta. Dark_Marine - Firefall

    Proud brony.