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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Editor’s Note: A week ago, Dethdlr sent me a draft of an article that he had the intention of posting to EQ2Wire at some point in the future. It hasn’t been polished or edited. But in light of today’s announcement, it’s timely and provides an interesting contrast to my article.

For many years in EQ2, I was a casual raider.  What I mean by that is, I would primarily run group zones with guild mates but from time to time I would join a pickup raid or tag along when another guild needed to fill some raid slots.  Several times, when filling those empty raid slots for other guilds, myself and some of my guild mates were asked if we would be interested in coming along on a regular basis.  In one of those cases, I even worked my way up to being one of the raid leaders even though I was in a different guild.

The reason myself and some of my guild mates were able to do this is because we like being good at our characters.  We try to get whichever upgrades we can from instances, quests, faction merchants, etc.  We make sure all our spells/CAs are Expert or above.  We make sure our items are adorned.  We try to come up with the best AA spec we can and consult with each other to try and be as good a player as possible.

When we were asked along on raids, quite often we would out-parse a lot of the regular raiders.  Back when I was playing my Assassin, I had two other raiding assassins sending me in-game mail messages asking for advice on how to up their DPS since I had soundly trounced them on the parse from group 4 (traditionally the “leftover” group).

Then came Sentinel’s Fate and Critical Mitigation.  With the introduction of Crit Mit, a barrier was put in place for raiding.  Now, in front of every raid zone, there was a sign that said “You must have at least this much Crit Mit to ride this ride.”   I tagged along on a  raid or two a few months before Destiny of Velious came out.  If I didn’t get hit, I was either first or second on the parse.  But because I didn’t have the right Crit Mit, if I *did* get hit, I was pretty much one-shotted.  Not fun.

With Destiny of Velious, they made it even worse.  Not only do you have to have the right Crit Mit to keep from dying, you also had to have the right Crit Chance to make sure you can live up to your full potential.

It used to be that the reason you didn’t take a non-raider along on a raid was because they didn’t know what they were doing, couldn’t play their class well, or couldn’t do the DPS or healing job that a raider could.  Now, those things don’t matter if you don’t have the Crit Mit or Crit Chance for the zone.  It doesn’t matter how good you are at your class, if you don’t have the Crit Mit or Crit Chance, you’re useless.

Lets take two assassins.

The first one, an average player in raid gear.  The second one, an exceptional player in instance gear.  Take them both and put them up against a training dummy and the second one beats the first one on the parse.  Take them both and put them in certain raid zones and the first one will wipe the walls with the second one.  Why?  The second one is the better player.

On an equal playing field, the second one can out DPS the first one even though they are wearing worse gear.  But move them into a raid zone and those two little stats, crit mit and crit chance, will take that exceptional player and make them look like an amateur.  Why?  What did this add to the game?  Nothing.  Some unimaginative developer/designer a few years ago decided that further segregating the raiders from the rest was a good idea for some reason.  Either that or they didn’t even consider the implications on non-raiders which is even worse.

Before Sentinel’s Fate, you would see people looking in channels for certain classes when they needed to fill empty slots in their raids.  Now, those same messages come with a crit mit requirement that few instance runners can meet.  It really is a shame.

 

A funny thing happened when I was chatting with some folks about today’s news of Critical Mitigation being completely removed from EQ2. A few of them were surprised when I reminded them that Crit Mit has been part of EQ2 for over 3 years.

Critical Mitigation was introduced in November 2008 with The Shadow Odyssey expansion. At first, it played no part in solo quests or group zones, thus many people weren’t even aware of it at the time. But anyone who was into raiding x4 (24 person) zones, and later, Ward of Elements x2 raids, has been collecting this stat for a while.

Critical Mitigation is the reduction or mitigation of the enemy’s ability to do “Critical” damage to you. If an enemy has 30% Crit Bonus, then you need 30% Critical Mitigation to reduce its damage to the “normal” amount.

The Shadow Odyssey was fairly gradual with the amount of Crit Mit required. At the time, exceptional healers could keep an undergeared character alive long enough to get necessary gear upgrades.

Sentinel’s Fate cranked things up a bit, requiring at least 1-2 Crit Mit adornments to do the harder content and making it a bit harder for healers to “cover” for a player who a few points short.

But Destiny of Velious went completely bananas, initially requiring Crit Mit to do all raid, group AND solo content. Many of us fondly remember getting one-shotted by badgers and sea urchins during the Velious Beta.

Everywhere Crit Mit

At the launch of Velious, each group zone had a progression of gear, and that progression HAD to be followed to get enough Crit Mit to even consider moving into the next set of group zones. And unlike the somewhat forgiving Crit Mit mechanic of past expansions, Velious made Crit Mit a “do or die” stat. Being a few points short became a death sentence.

Although the requirement of Crit Mit was eventually dropped for solo content, and more recently for all group content except Drunder, the requirements for raiding have remained incredibly steep.

As a result, Velious has attracted parallels to the merciless “back-flagging” that made the original EverQuest’s Planes of Power expansion so maddening. Every new applicant to a raiding guild has needed remedial trips to raid zones and targets which the guild has moved on from (typically EM or non-Challenge zones), just to get the right gear pieces to have enough Critical Mitigation to even dream of resuming work on their usual targets.

Ironically, it was into this climate of challenging progression that EQ2’s well-intentioned Dungeon Finder service blundered into and promptly collapsed. A system that randomizes player styles and skill levels into a random selection of zones only works if the content is interchangeable. Dungeon Finder would have been a fantastic introduction in Kunark or The Shadow Odyssey, but with Velious tiered content, it never had a chance.

If I recall correctly, Critical Mitigation was introduced as a way to mitigate the need for bi-annual level cap raises which tend to be a tremendous drain on development resources for content which, quite frankly, most people burn through in a week or two.

Ending the Crit Mit Rat Race

Before today’s news, I had been advocating a 20-30% across-the-board reduction in Critical Mitigation requirements. This would be a big enough change that raiders wouldn’t need to walk down memory lane quite so often, and players would have the option of equipping adornments other than Crit Mit.

You may recall that the mechanics changes in Velious (stripping cool effects/procs off most items and moving them to Adornments) were sold to players with the lofty idea that it would usher in an era of freedom of choice.

Yet acquiring new gear has been the definition of mixed emotions, as a a steady stream of Primal Velium Shards has been needed to re-purchase Crit Mit adornments for each new slightly upgraded piece of gear just to stay in the Crit Mit rat race.

The reality was, anyone serious about progressing through the harder group zones, into x2 raids, and finally into x4 raids had only one choice of adornment — Crit Mit. An EQ2 developer famously stated that any EQ2 player interested in progression should exclusively be using Critical Mitigation adornments.

A New Progression?

Love or hate Crit Mit, it has marked the progression of gear beyond level 90 for two going on three expansions. Short of raising the level cap, which seems unlikely based on past development comments, what will be the next “progression” stat?

The ugly truth is, every MMO is a treadmill. The art of MMO design is concealing that reality and doing so tastefully.

 

EverQuest II’s Kelethin City Festival begins with a week of new festivities, items and quests for 2012.

 

In what may go down as the best decision in EQ2 history, or a total overreaction to a problem that could have been solved with a 15-20% reduction across the board, Dave “SmokeJumper” Georgeson has announced that in the very near future, the Critical Mitigation stat will be COMPLETELY GOING AWAY.

First introduced in The Shadow Odyssey, greatly expanded in Sentinel’s Fate, and then becoming the most important stat within Destiny of Velious as an alternative form of progression to raising the level cap (which is technologically challenging), here’s the announcement of this revelation from the EQ2 Forums:

We’ve listened to all of your conversations since Critical Mitigation was originally introduced. The dev team has extensively debated about it internally. (Very extensively.) But ultimately, we decided that the right move for EQII is to remove Critical Mitigation entirely from the game.

Critical Mitigation initially seemed to do what it was designed for, but it has always suffered from a complete lack of intuitiveness for players, and it’s not a forward-extensible system. Ultimately, it doesn’t add any fun factor to the game.
So we’ve decided that a complete removal of it is by far the best solution for all concerned.

Here are the details:

  • Critical Mitigation (the stat) has been removed from the game.
  • Critical Mitigation no longer displays on the Character pane (for obvious reasons, since it’s no longer in the game).
  • NPCs no longer use Critical Bonus to add to critical damage.
  • Buffs and debuffs that have Critical Mitigation elements to them will have those elements replaced with other elements instead, so that those buffs/debuffs do not lose effectiveness.
  • Critical Mitigation values on adornments will be replaced with hit point values instead.

This change will be coming to Test soon and then to the regular servers soon thereafter.

NOTE: This change has no effect on PvP game play. The “PvP Critical Mitigation” stat is still useful for game balance in PvP play and is not being changed.

Trust me when I say that I checked the calendar more than once when reading this announcement. The only proximate holiday is represented above. ;)

What Do You Think?

  • So do you think this is a good move?
  • A total overreaction?
  • How is SOE going to provide progression without raising the level cap?
  • Is there any reason to run Heroic content anymore (outside of Drunder) now that armor is essentially free and shards are no longer needed for Critical Mitigation adornments?
 

A selection of Velious raid mobs have been doubling up on Area-of-Effect attacks since the expansion’s launch nearly one year ago. Atan (of Unrest) summed up the issues:

Condition 1: Modifieable timers line up such that a mob casts 2 different abilities simultaneously.

Condition 2: Ability that normally comes ever 40 seconds comes twice in a row with no delay.

Seems they are both bugs to me, but condition 1 is probably just a result of your design.

Maevianiu is getting serious about addressing the AoE double-casting by raid mobs in Velious raid zones and had these responses:

I cannot speak on Condition 1, I’ll leave that to the designers.

However, Condition 2 is definately a bug, and I’ve been chasing it for a while now and frankly. I cannot make it happen.

So I’m adding in some extra logging to try to pickup on when you guys make it happen and see if I can track it down from there. I’ll post in this thread later today with the zone(s) the logging has been activated in and you guys and post when it happens in those zones and hopefully we can find the cause and get it fixed.

And, if you guys can find a way to make it happen please post it here it will go a long way to getting this fixed.

and:

The logging is now active for any instances started after the time of this posting on the “Throne of Storms: Hall of Legends [Challenge]” zone.

Update:

Logging is also enabled in Foundations of Stone [Challenge]

 

Here are your Update Notes for January 31, 2012:

GENERAL

  • Fixed a bug where some characters wouldn’t show on character select.

ZONE PROGRESSION / POPULATION

Tower of Frozen Shadow (Raid)

  • Tserrina’s spell “Wing Buffet” should no longer cause priests to become knocked back.
  • Adds spawned from shadow doors should no longer spawn quite as quickly.
  • The number of adds that spawn from shadow doors has been slightly reduced.

Tower of Frozen Shadow: Umbral Halls

  • Demanti Sheda should no longer have issues resetting his encounter.
  • Demanti Sheda’s spell “Paralyzing Fear” should now stun instead of fearing and has been reduced in duration.

Elements of War [Challenge]

  • Terrinon Bloodclaw now has less strikethrough ability.

Tower of Tactics

  • Lady V’uul will no longer spawn archers once defeated.

Vallon’s Tower [Challenge]

  • Ambassador Grindstone’s Council Judgment proc now only lasts half as long and is no longer a curse.
  • During the Hand of Vallon/Golem fight the golems should no longer get out of color synch or double cast any spells.
  • During the final Vallon Zek fight – Fighters no longer destroy domes if they enter with the wrong color.  Only non-fighters destroy domes in this way.  You have more time to react before the domes spawn to get out of the way, and after the domes spawn to get in the proper color dome.  Tactical Toll no longer snares players.

Tallon’s Stronghold [Challenge]

  • Tyrax Terrolus will no longer curse the main tank with Tyrax’s Edict.

Kael Drakkel contested

  • Boss mobs will now cast curses less frequently.

Stonebrunt Highlands

  • Ghazi the Conqueror should no longer retreat from battle with mercenaries.

DUNGEON MAKER

  • All Dungeon Maker avatars should now be the same tier.

ITEMS

  • The elemental disc mounts from the 8th year veteran rewards should now be able to be used by 85th level tradeskillers.
  • Yellow adornments on the Ry’Gorr, Thurgadin, and Snowfang merchants should now offer options for beastlords.
  • Fertilizer treasure should once again be able to be sold on the broker.
  • The AOE radius on Tradeskill Apprentice priest 2hander procs has been reduced from 25m to 5m.
  • Added beastlord items to loot tables for [Echoes of War].
  • Increased crit chance on [Echoes of War] 2 handed weapons.

QUESTS

Beastlord Epic

  • There are no longer two axiom within the Great Divide that share the same name.
 

This week.. Jethal talks about betraying back and forth from Freeport to Qeynos, [...]

 

GENERAL Fixed a bug where some characters wouldn’t show on character select. ZONE [...]

 

We reported last week on the double-casting of AoEs by Destiny of Velious HM (hard mode) raid targets, making many fights either nearly impossible, or requiring exceptional luck.

According to Kander, this is now being looked at:

It is definitely a bug and we definitely intend to fix it. We have code looking at it right now.

Meanwhile, Gninja remains our point man on all things Mercenaries. At the prodding of players, he has nailed down some issues, first with Defiler mercs not taking advantage of wards:

Took a look at this. It seems they are still warding but they are giving heals nearly full priority. I will rebalance it a bit so they keep wards up as well.

and on the subject of mercs not being diligent about keeping pets or warders alive:

I will take a look and see if I can find the problem. Mercs “should” heal pets with single target heals. If they are not it is a bug and I will see if I can fix it.

Gninja is aware of, but unable to reproduce an apparent bug with mercs not being re-summonable once suspended not for 2 minutes, but 24 hours.

I have seen reports of this but we havent been able to reproduce it on our end. The only thing I can think of is that it is some sort of UI related issue.

He then asked for character name, server, and details to help diagnose the issue.

For those who continue to be concerned about mercenaries that “cower” when too many mobs are wailing on them (as unintentionally happens on the first named in Forgotten Pools), Gninja reminded us that even when playing the ‘cowering’ animation, mercs are still acting, but at a reduced potency:

If the cower visual aspect is causing confusion I can see about getting some better visual aspects added in instead of making them cower but the mechanic of them gaining a debuff when they get too much attention is not going to go away anytime soon. This does not mean that we might not release mercs later down the road with larger thresholds but for these base mercenaries the threshold will be staying as is for now.

Bug of the Week

A bug we have personally seen regarding Beastlord Warder Specialization Points (aka Warder AAs). You can buy the end-line abilities (giving you a new 5th or 6th Primal) even if you don’t have the 3 points needed to buy them. The number of Available Warder Specialization Points will display as -2. However your Warder SP will reset every time you zone.

 

From EverQuest2.com:

Crushbone and Permafrost will be undergoing maintenance beginning at 4:00 AM Pacific* on January 31, 2012. We expect this downtime to last for approximately 8 hours.Chat will also be down for the Freeport and Oasis servers during this time.

We apologize for this interruption and will bring the servers back online as soon as the maintenance is completed.

Time Zone Conversions

  • PST: 4:00am-noon
  • EST: 7:00am-3:00pm
  • GMT: 12:00-20:00
  • CET: 13:00-21:00

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