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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Dethdlr's Dungeon

Intro

With the release of Destiny of Velious, the starting instances seem to be a bit tougher and the encounters require a bit of strategy to take them down.  This can make it a bit rough on the casual players/guilds.  I previously wrote an article on how to figure out an encounter that includes lots of tips on figuring out a strategy for a given MOB.  However, the best strategy in the world isn’t going to work if your group setup is awful.  There are 24 classes in EQ2 but only 6 slots in a group.  How do you go about putting together a group from the 24 available classes in order to take down an encounter?

This article will attempt to answer that question…

Before we get started, I’d like to talk a moment about who this is for.  This is meant for the casual players or casual guilds that are looking to put together the best group they can for a given zone/encounter.  There are some really good players out there that are really good at their classes, but may not know the best way to put a group together.  For those that already know the ins and outs of this information, please let me know in the comments if you feel that I got anything wrong or missed something.

Roles

The first thing we need to do to understand how to put a good group together is to define the different roles that are played in a group.  The classes listed below are simply the primary classes that fit that role.  That doesn’t mean that a bard or a tank can’t DPS, it just means, all things being equal, the classes listed will be better at that role than the others would.  We’ll look at how to determine which roles you need a bit later.

Tank
Primary Job: Make MOBs angry enough so that they keep hitting the tank instead of killing the group.
Classes: Guardian, Berserker, Paladin, Shadowknight, Monk, Bruiser

Healer
Primary Job: Prevent damage, restore health, and cure
Classes: Mystic, Defiler, Templar, Inquisitor, Warden, Fury

Melee DPS
Primary Job: DPS – Get in autoattack range and stab the MOBs to death
Classes: Assassin, Brigand, Swashbuckler

Ranged DPS
Primary Job: DPS – Stand away from the MOBs and nuke the MOBs to death
Classes: Wizard, Warlock, Necromancer, Conjuror, Ranger.   Can also include high parsing Coercers and Illusionists.

Power Regen/Mezzer
Primary Job: Make sure the group doesn’t run out of power/Mez certain mobs and take them out of the fight
Classes: Coercer, Illusionist.  Bards used to be able to fill the power regen role but their power regen isn’t what it used to be.  Mystics have a clicky on their mythical weapon that can come in quite handy for power regen in a long fight.  Troubadors have a single target mez that can work if you only need a couple things mezzed.

Bard
Primary Job: Buff the group and debuff the MOBs
Classes: Dirge, Troubador

Hate Transfer
Primary Job: This isn’t really the primary job of any class but can still be a role you may need under certain circumstances.  If your tank isn’t holding agro and the mobs keep killing the DPS, you may need to bring along a good hate transfer class.
Classes: Assassin, Swashbuckler, Coercer.  Some of the other classes also have transfers but they’re pretty small.  Bards can run their hate song to help a little as well.

Basics

For any group, at a minimum, you’re going to want at least 1 Tank, 1 Healer and DPS.  I tend to view this as a three way balancing act.  A strong tank can make up for a weak healer.  A strong healer can make up for a weaker tank (to a certain extent).  Strong DPS can make up for weaker tanks and/or healers simply by killing stuff before it has a chance to kill the tank (although this can often cause aggro issues).  This balancing act only works for so long though.  Once you start getting into the more difficult content, you need each part of the group to be strong.

A well rounded group will include all the rolls: 1 Tank, 1 Healer, 1 Melee DPS, 1 Ranged DPS, 1 Bard, 1 Power Regen.  So, for example: Guardian, Mystic, Assassin, Wizard, Dirge, Coercer.  Even with a well rounded group though, you may run into problems and need to adjust.

Problems

Certain encounters need certain things.  Depending on your group, the amount of AAs, the gear they are wearing, etc. you may have to compensate for not having quite what you need.  You can adjust your group setup to overcome a good bit of problems, however, as you get to the more difficult content, some things are simply going to require better gear, more AAs, more Masters, etc.  In order to adjust your group, you first need to identify what the problem is.  These are some of the problems you may run into during an encounter and things you may be able to do to compensate from a group setup perspective:

Tank keeps dying – bring more healers and make sure you have a bard.  Keep in mind that, for the most part, healers don’t stack with another healer of the same class or of the class they could betray to.  The pairs are Mystic/Defiler, Templar/Inquisitor, Warden/Fury.  Bards have songs that can buff up the tank to make them better able to take a hit and can also weaken the MOBs so they don’t hit as hard.

Aggro keeps bouncing – Make sure you have hate transfer and tell your DPS to use their de-aggros.  If you have a bard, have them run their hate song.  Keep in mind that even with the best hate management possible, there are still MOBs that memwipe.

You run out of power before the mob dies – Make sure you have power regen and/or have everybody grab power potions, signets, manastones, etc.  We once fought Diggs in Ward of Elements for so long that we ran him out of power.  It was something like a 25 minute fight.  Because of our power regen/management, the rodent eventually gave up and died.  We didn’t have what we needed that day to do it the right way but we managed to adjust and take him down anyway.

You get overwhelmed by too many adds – This may simply be a matter of letting too many adds stack up.  You may need to adjust your approach and split your group so that some are working on the named and some are working on adds.  Don’t be afraid to bring in two tanks if you need to and have two mini-groups of Tank, Healer, DPS.  Also, don’t be afraid to let one of your DPS classes take the role of off tank to tank the adds or even the named depending on how hard they hit.  In Outer Vaults, the next to last mob spawns two adds.  The adds have to be pulled away from the named or bad things happen.  We normally have a wizard tank the named while our actual tank pulls the two adds away.  A wizard is about as far away from being a tank as you can get but it works for us.

After a certain amount of time, everybody dies – This could be a DPS check fight.  If that’s the case, bring in more DPS to try and burn it down quicker.

Conclusion

If you have really good gear, lots of AAs, lots of masters, etc, a lot of times you can ignore the scripts and just blaze through the content.  If you’re a casual player in a casual guild, this may not be an option.  In those cases you sometimes run into roadblocks that you just can’t overcome with the group you have.  When that happens, you either don’t do the content until you get better gear/AAs/etc. or you start thinking outside the box on how to adjust your strategy/group setup to take down the encounter.  Hopefully this has been at least a little bit helpful to someone out there in those cases.  Most of our readers at EQ2Wire already know all this stuff and probably know it way better than I do but there may be a few out there that this may help.  Let me know in the comments if this was of any use to you and also if you see anything I missed or may have gotten wrong.

 

After a 4 hour delayed launch, Destiny of Velious went live this afternoon at 1:00pm PST [4:00pm EST; 9:00pm GMT].

Here is an accounting of various issues players are reporting with today’s expansion…

Splitpaw & Everfrost

However Splitpaw and Everfrost did not come up quite so quickly, and have at press time still had some instability and been down a good part of the day.

Missing Characters

Players on various servers are reporting missing characters despite deleting their cache and launcher cache folders and repatching. Several players reported issues with Station Launcher that were cleared up using either Launcher 3 or the Streaming Launcher.

Delays and Othmir Illusions

From SmokeJumper:

At whatever time we get the servers stabilized, we’ll start running the 24-hour clock for the Othmir potions.

So yes, the offer will be extended. How long it will be extended will be based on how soon we can get the servers stable.

Remember folks, Marketplace -> Expansion -> Nipik’s Gift.

Collector’s Edition Gryphon Not a Mount?

It seems during Beta, the Collector’s Edition Stormfeather Roost Guardian Gryphon Flying Mount was changed from a grounded (until the quest is completed) mount to a gryphon egg. While this makes more sense, lore-wise, it may be confusing to some who were expecting to be have a ~75% runspeed mount until the quest is completed.

Destiny of Velious Pre-Order Payment Issues

Due to the credit card selector for ordering the Destiny of Velious expansion being a drop-down menu only showing the card type and last 4 digits, some players had issues with picking an expired card by mistake. Oddly some players were given a 7 day grace period where others had their order revoked/cancelled.

Also, some players who attended Fan Faire were nonetheless billed a full $59.95 this morning for the Collector’s Edition.

Collections?

Some players are reporting issues with adding shinies to their collections. Some players can attribute this to a custom UI (ProfitUI has an update). Others have not yet deduced the cause.

Cryomantic Armor Leads to Streaking

From covic:

This should all ready be fixed, when you log out and back in, it should be fine.

Freeport [EQ2X] Server Gets Queued

The Freeport [EQ2X] server had issues handling the load of players and so took the extraordinary step if enabling a Login Queue. From SmokeJumper:

You’re seeing a side-effect of a test we were running to figure out what’s going on with the crazy load issues.

We temporarily put a cap on the number of players that could be on the server at one time so we could analyze the behavior of a smaller load.

That mechanism has been in place since the launch of EQ2X but we’ve kept the pop cap number so high that you’ve almost certainly never seen it.

and then from Rothgar:

We going to bring Freeport back up with the login queue enabled so we can better evaluate the performance without overloading the server all at once. We apologize for the issues you’ve experienced over the past couple of weeks and are working hard to resolve them as quickly as possible.

To those insisting that the expansion should have been held back to resolve Freeport [EQ2X] problems, Rothgar had these comments:

I think what you guys are missing in this picture was that the #1 priority was to get the patch out that included bug fixes and performance enhancements. The fact that it was coupled with the expansion didn’t matter. This problem doesn’t occur for us internally, in fact, it only appears to happen on Freeport and none of the other live servers. So before we could troubleshoot it further, we needed to get all existing changes out to the server. It had nothing to do with the expansion being a higher priority than server stability. Server stability is our highest priority, but the changes we made were coupled with the expansion code.

Now that those changes are live, we can get a clearer picture of where the problems are occuring. We are working on that now.

Receiving Zone Info

From Rothgar:

This is our top priority and are working on it.

Do Both Adventure and Tradeskill Flying Gryphon Quests at Once?

From Niami Denmother:

As mentioned, you can do both BUT just to be on the safe side, I’d not be doing both at the same time as it may get confused on the baby stage as to which you’re trying to summon and do the quests for. (I didn’t get enough time to try a simultaneous baby-raising, but got one after I’d completed the other, so I’m not 100% sure you wouldn’t get buggy.)

From Domino:

You can definitely do both, the only thing I’m not sure about is whether you can have both baby gryphon pets up at the same time. That might require some switching back and forth. The storylines may make more sense if you don’t try to do both all at once, and since both questlines are very similar you may occasionally find it confusing which task you’re doing for which gryphon, but it shouldn’t actually break anything.

 

From EverQuest2.com:

Soar over Norrath and see the world from a whole new perspective! Flying Mounts are one of the exciting new features coming to Norrath with the Destiny of Velious expansion! Take a look at the first flying mounts available to players, through adventuring, tradeskilling, raiding, and with purchase of the Digital Collector’s Edition.

Mounts Earned Through Adventuring

(Left to Right) Highland Gryphon, Tundra Gryphon, and Snow Gryphon

Mounts Earned Through Tradeskills

(Front to Back) Boreal Gryphon and Frost Gryphon

Mounts Earned Through Raiding

(Front to Back) Crysta, Velious Gryphon and Glacia, Dark Gryphon

Bonus Mount with Digital Collector’s Edition Pre-Order

This mount, called Stormfeather’s Brood Guardian, is available exclusively with purchase of the Destiny of Velious Digital Collector’s Edition pre-order. This is a full mount (contrary to some prior confusion that this was only a mount appearance). Players still need to complete the in-game quest to earn the ability to fly, but will then have this gryphon as another option for flying over Norrath.

It’s not too late to pre-order the Digital Collector’s Edition and add the Stromfeather’s Brood Guardian to your mount collection! (Items are awarded one per character.) For information about pre-ordering Destiny of Velious, please visit the Pre-Order website.

Keep watching EverQuest2.com for more official information about Destiny of Velious!

 

Station Exclusive – Available until 2/21/11 for only $59.99*
ORDER NOW

Includes:

  • Loyal Snow Hound -
    Siberian Husky Puppy
  • Four Different Velious Portal Paintings -
    Paintings with teleportation powers
  • Tserrina’s Wedding Present -
    Tower of Frozen Shadow house item with special ability
  • Cryomantic Armor Crate -
    Magical ice appearance armor
  • Everfrost Summer Home -
    Menagerie Prestige Home
  • Stormfeather Brood Guardian -
    Alternate griffon mount appearance
  • Free 30-day subscription for new accounts

*On February 22, 2011 the Digital Collector’s Edition price will increase to $89.99.  Source: EverQuest2.com

Thurgadin
The Wakening Lands
The Ring War
Nipiks Haven

 

Screen shots have now been made available on EverQuest2.com revealing the Destiny of Velious Digital Download and Digital Collector’s Edition special items. While the headline of the linked article suggests that one must Pre-Order to receive any of these rewards, I suggest reading the last 2 paragraphs of the article which clear everything up:

The Digitial Collector’s Edition is a Station Exclusive and is specially priced at $59.99 for pre-order only. This version includes the base game, all seven expansions, three adventure packs, a Loyal Snow Hound, four different Velious Portal Paintings, Tserrina’s Wedding Present (house item), Cryomantic Armor Crate, an Everfrost Summer Home, and a Stormfeather’s Brood Guardian mount appearance. Items are awarded one per character. New accounts will also receive a free 30-day subscription.

Please note that after the pre-order period ends, the price of the Digital Collector’s Edition will increase to $89.99 and the Loyal Snow Hound will no longer be available.

Screen shots and more details after the jump…

All purchasers of Destiny of Velious receive the four portal paintings:


Portal Paintings (clockwise from top right)
Thurgadin, Ringwar, Wakening Lands, and Nipik’s Haven

All customers pre-ordering either the Digital Download or Digital Collector’s Edition receive the Loyal Snow Hound:

Loyal Snow Hound (Digital Pre-Order Exclusive)

Purchasers of the Digital Collector’s Edition also receive:


Cryomantic Armor


Everfrost Summer Home


Tserrina’s Wedding Present House Item


Stormfeather’s Brood Guardian Appearance

These screen shots confirm our theories on both the Everfrost Summer Home and Stormfeather’s Brood appearance mount. It would appear that the Everfrost Summer Home is a house themed in the style of Miragul’s Managerie, a dungeon located in Everfrost. And it stands to reason that once you have completed the level 90 quest to earn your Flying Mount in Velious, you will be able to change its appearance to that of Stormfeather as depicted above.

It is unclear if the ‘portal paintings’ and Tserinna’s Wedding Present (a Tower of Frozen Shadow replica) are simply house items or will allow players to teleport to different locales in Velious merely by clicking on them.

We are still trying to get answers on whether Fan Faire attendees will be able to upgrade to the Digital Collector’s Edition for $20, as well as seeking answers on the 20-30% exchange rate which international customers are facing.

 

dov banner

In a recent mailer the pre-order items were revealed for the up coming Destiny of Velious expansion.  The pricing costs for the digital versions were also released here.

Digital Collectors Edition

DOV
Station Exclusive – Available until 2/21/11 for only $59.99*
Includes:

  • Loyal Snow Hound -
    Siberian Husky Puppy
  • Four Different Velious Portal Paintings -
    Paintings with teleportation powers
  • Tserrina’s Wedding Present -
    Tower of Frozen Shadows house item with special ability
  • Cryomantic Armor Crate -
    Magical ice appearance armor
  • Everfrost Summer Home -
    Menagerie Prestige Home
  • Stormfeather Brood Guardian -
    Alternate griffon mount appearance
  • Free 30-day subscription for new accounts

*On February 22, 2011 the Digital Collector’s Edition price will increase to $89.99.

Items one per account. Non-tradeable and no cash value.

Standard Digital Version

Available for $39.99

  • Loyal Snow Hound – Digital Pre-Order Exclusive
  • Four Different Velious Portal Paintings
  • Free 30-day subscription for new accounts

Items one per account. Non-tradable and no cash value.

Retail Version

Available on February 22, 2011

  • Standard of the Dain – Animated glowing hammer cloak – Retail Exclusive!
  • Four Different Velious Portal Paintings – Paintings with teleportation powers
  • Free 30-day subscription for new accounts

Available at – GameStop and Amazon

Items one per account. Non-tradable and no cash value.

 

What’s on Test this weekend? Here are just a few items:

  • UI: The XP bar will now stay put between logins.
  • UI: Designers of custom UIs can now set the XP bar to not “snap” to top/bottom.
  • UI: The Character window has seen multiple improvements.
  • UI: The Implied Target arrow now reflects the ‘con’ color of the enemy, and can have its opacity adjusted.
  • Items: 2-handed Weapons and Ranged Weapons have had their damage ratings increased. Ranged weapons will also have a bit of a damage penalty in PvP to compensate.
  • The Guardian class has had over 25 changes made.
  • Resident’s of Omen’s Call (Fens of Nathsar) now have a World Travel Globe on their dock.
  • Items: The Wicked Wand of Malice effect has been changed to on-equip.
  • The Palace of Roehn-Theer zone-in bug has been fixed.

If you’re wondering about other announced changes which aren’t on Test yet, they will come later. For instance Ranged Flurry and Ranged AA Auto-Attack changes are still in the queue. Remember, Game Update 57b is still 4-7 weeks away.

If you haven’t tested out these changes yet on the Test server, check em out!

Complete update notes after the jump…

The complete Test Server Update Notes for August 25, 26, and 27th as posted by Bunji:

8/25 Notes:

USER INTERFACE
The XP bar will now stay put through relogging.

WELCOME WINDOW
The item of the week will display the item of the week description rather than a copy of the message of the day.

TRAVEL
The residents of Omen’s Call have added a travel globe to their dock.

QUESTS
Adventurers looking to worship Anashti Sul and on the quest “Gathering Feathers” should now be able to locate the necessary scroll within Gorowyn’s Grand Atheneum.

ITEMS
Troubadors who have completed the quest “An Ayonic Journey” can now read all of the pages within the book, “The Case of the Lost Lute.”
The wicked wand of malice has been altered. The effect attached to the wand is now an on equip effect. The 10% cast speed on hostile spells has been changed to a generic 10% cast speed mod attached to the item.

POPULATION
Stonebrunt Highlands: NPC Combatants found outside of Quel’ule should no longer fly up into the sky.

ASCENT OF THE AWAKENED
Drop rate of the “Ornate Winged Eye” has been increased and should now drop even if mobs are grey.

THE VIGILANT: INFILTRATION
There should now be a new respawn area in the beginning section once the first two groups of Zeklings have been defeated, thus keeping the circle of death from occurring.

PALACE OF ROEHN THEER
Zone-in should work correctly now.

8/26 Notes:

USER INTERFACE
The Character window has undergone a few changes:
The Auto-Inventory area has returned.
The stats dropdownbox has been replaced with buttons
The main tabs were moved back to the top of the window, sub-tabs were moved to the bottom.
Your character’s name was moved to the titlebar.

ITEMS
Roehn Theer: Godslayer Breastplate rewards have been made more in line with the challenge.
Fixed a rendering issue with Dendroxa the Envenomed.

8/27 Notes (should be on Test around 7-8pm tonight):

USER INTERFACE
[FAN FAIRE FEEDBACK]
The implied target arrow now displays the con color of the implied target.
You can now adjust the opacity of the implied target arrow independently from the main target arrow under Options -> User Interface -> Target Arrow

QUESTS
Feral Citizenry: Ghoulish Nerians should no longer remain in an “unattackable” state after being exposed to the Strobe of Innoruuk.

ITEMS
Stigmatic Frenzy now correctly triggers on the caster’s group.
Two handed Weapons and Ranged Weapons have had their damage ratings increased.
Master Yael’s weapons have had their damage ratings increased.

PVP ITEMS
Ranged Weapon auto-attack damage has been slightly reduced in PVP Combat.

ABILITIES / ALTERNATE ADVANCEMENT
Damage Reflection abilities can no longer do more than 300% of the max health of the caster before Crit Bonus and Potency.

Brawlers
Bob and Weave and Inner Calm now give a small amount of physical mitigation.

Guardian
“Got Your Back” is now raidwide and has a 50 meter radius.
“Cripple” is now a combat art that deals damage and reduces riposte damage of the target by 75%.
“Call of Shielding” now increases the maximum health of the raid as well as the defense skill.
“Guardian Sphere” now has a 0.5 second casting time. It lasts for 12-20 seconds (based on spell revision) and grants the guardian a 25% (at master) chance to absorb an attack (same as before) but no longer has max triggers of 6. The interpose effect has been changed to a stoneskin proc at 50% at master.
“Recapture” now reduces the hate position of the group members by 1 as well. The reuse is now 45 seconds.
“Iron Will” now reduces snare effects on the guardian as well as increases stamina. (36% at master at 90)
“Plant” now forces targets in Area of Effect to target the guardian and increases the guardian’s threat slightly. The duration has been slightly reduced.
“Enhance: Plant” now improves the duration by 0.4 seconds per point rather than 1.
“Double Attack” is now “Flurry” and grants 3% Flurry chance rather than 9% double attack.
“Bind Wound” now heals the warrior to full.
The “Crippling” line has been changed to the “Aggression” line:
“Enhance: Intercept” also reduces incoming damage to the target of Intercept.
“Enhance: Moderate” now increases the target’s crit bonus by 1% rather than reducing hate gain by 2%.
“Enhance: Rescue” has been moved to slot 4 in the new hate line (formally crippling.)
“Enhance: Reinforcement” has been moved to slot 5 in the new hate line.
“Enhance: Rescue” in the original slot has been replaced with “Enhance: Call to Arms” which increases the skill bonuses by 7% per rank.
“Enhance: Reinforcement” in the original slot has been replaced with “Enhance: Call of Shielding” which increases the spell by 5% per rank.
“Enhance: Ruin” is now “Enhance: Provoke” and increases the threat amount by 7% per point.
“Enhance: Concussion” is now “Enhance: Shout” and increases the potency and reduces the resist chance of Shout.
“Enhance: Sever” is now “Enhance: Hatred” and increases the guardian’s threat generation by 2% per rank.
“Cripple” is now “Shoulder the Burdon” and transfers 10% threat from the target group member to the guardian.
“Hold the Line” and “Aggressive Defense” now trigger threat 100% of the time on a successful block.
“Aggressive Nature” now increases the threat amounts on “Hold the Line” and “Aggressive Defense.”

Inquisitor
Chilling Invigoration is now correctly modified by the Inquisitor’s stances.

UNDERFOOT DEPTHS
Mosaasus now has a smaller hitbox area.

PERAH’CELSIS’ ABOMINABLE LABORATORY
Players now have more time to get to the platforms to prevent his adds from coming to life.

 

USER INTERFACE

  • The height of the casting, breath and pvp immunity bars have been reduced.
  • Added hide unusable and show all button to the marketplace.
  • Z is now the default for crouch.

ITEMS

  • Teleport Pads can be renamed again.

MERCHANTS

  • Station Cash items will now sort to the bottom of merchant lists.

QUESTS

  • The “Enervated Vel'Arek” guardian weapon can now call upon Vel'Arek  to offer the quest “Revitalizing Vel'Arek” or progress it.

SPELLS / ABILITIES

Bruiser

  • Pummel II is now granted at level 6.

Paladin

  • Faith Strike II is now granted at level 6.

Shadowknight

  • Painbringer II is now granted at level 6.

ALTERNATE ADVANCEMENT

  • Dance of Metal is no longer affected by Time Warp and Upbeat Tempo.

UNDERFOOT DEPTHS
Taehric Construct (challenge and normal modes): The Taehric Constructs Toxic Force AOE no longer knocks players back.

 

Our own Druidess gives her perspective on the long-term effects of StationCash and what Free-to-Play means for the future of EverQuest II.

Since SoE decided not to sugar coat the news on F2P, I figured I’d return the favor and save the sugar for cookies I plan on baking later.

When I came back to this game and had perused the Marketplace for all the fluffy goodies it offered, I was disappointed. I think it’s really sad that Station Cash is offering the best looking armor and house items in the game. It’s as if the art department is allowed to slack on anything subscription wise and able to really throw their good ideas into practice so long as it can be bought in the Marketplace.

I think it’s absolutely horrid that only two of the legacy servers are given this upgrade when so many other servers have stated the same issues (and it has been proven it is not client side.) Before diving into a whole new project, fix the issues you (SoE) currently have. Or hey, how about stop firing people so that you have enough staff to work on the issues that are there?

You know, if they want to shut down the majority of the legacy servers, why not just come out and say it? Save us the slow and painful death. Merge the lower populated ones together, upgrade those to the new hardware, and keep the Free to Play servers just as they are.

I also think it’s a swift kick to the teeth to the loyal playerbase, for putting up with usual SOE ridiculousness as long as they have, only for them to come up short and dive knee deep into a new project (F2P) when it’s already been stated what issues needs to be fixed. It’s obvious that they don’t really spend a whole lot of money on Advertising. I’ve yet to see 1 EQ2 commercial. So, that basically means they’re relying on word of mouth. Don’t cut your fanbase at the knees before launching something that has the Chicken Littles of the game ducking for cover.

And lastly, Fighter Revamp changes are being disguised as for the good of the game, but it is obvious to all of us that certain changes are being done specifically for PvP and Battlegrounds. If it’s that much of a problem for fighters to have a few self-heals in Battlegrounds, then put a debuff on fighters in Battlegrounds that reduces the effectiveness of heals. Balancing PvP issues should not have effects on PvE servers. We were promised this from the beginning, but time and time again, we see changes on PvE to solve a PvP issue. This isn’t WoW. This is a PvE game with SOME PvP aspects.

I am not entirely certain how far down the rabbit hole it’s going to go. I do know that the slope they’ve set up for themselves is extremely slippery and several people have already answered with their wallets.

 

Xelgad has been paying close attention to feedback on his Guardians: Requesting Feedback thread on the EQ2 Forums. His response to this feedback includes some additional tweaks we might see as a result of ideas submitted by players. These changes are expected after Game Update 57.

You can read his comments after the jump…

From July 16th:

Thank you all for the feedback so far!

Just to address one general point, we’re trying to take a more subtle approach in adjusting this class. Instead of making one or two drastic changes, we’re going for maybe a dozen smaller fixes and upgrades that result in a more balanced and better working Guardian. These fixes and upgrades will go beyond just utility. In that sense, it’s good to hear that these changes won’t immediately make Guardians desirable for every raid, since we certainly don’t want utility to be the driving force that gets Guardians into raids. Furthermore, please remember that “Got Your Back” and “Cripple” are still Echoes of Faydwer Advancements and need to be balanced as such. The fact that some of you like the “Got Your Back” change while others still prefer other options is a sign that the proposed change is in the realm of balance.

To clarify, the current plan for the Cripple debuff is a 75% reduction to target’s riposte damage. While we’re aware that Guardians are immune to riposte damage at end game, we still see a situational use for the debuff in cases where it’s dangerous or impossible for scouts and healers to position behind the target. The added damage component is not insignificant and has a very low chance to miss. More feedback on this would be welcomed.

While some of your other suggestions may make it in game, we especially like the idea to upgrade Guardian Sphere, since it could be a great way to provide some defensive utility that would be useful in heroic content. The tentative plan is to change Guardian Sphere into a group buff that grants all non-fighters a 50% (at master) chance to stoneskin. The Guardian will have a 25% (at master) chance to stoneskin him or herself. The casting time has been reduced to 0.5 seconds, the radius has been increased to 35 meters, the duration maxes out at 20 seconds and there is no limit on the number of stoneskins that can trigger during the duration.

From July 19th:

To clarify, the intercept portion has been removed from Guardian Sphere.

We have many more changes on the way. Here are some of them, but this list is still not complete.

Stability Tree:

  • Enhance: Intercept now gives 2% damage reduction per point in addition to the reuse reduction.
  • Enhance: Moderate now grants 1 crit bonus per point instead of additional hate gain reduction.
  • Enhance: Rescue has been moved to another tree and replaced with Enhance: Call of Shielding, which increases the effectiveness of that buff by 5% per point.
  • Enhance: Reinforcement has been moved to another tree and replaced with Enhance: Call to Arms, which increases the effectiveness of that buff by 7% per point.

The “Crippling” tree has been replaced with a new tree titled “Aggression.” This new tree is intended to provide extra threat generation, especially in cases where the Guardian doesn’t have full hate buffs.

Aggression Tree:

  • Enhance: Provoke, which grants 7% potency to the taunt with each point.
  • Enhance: Shout, which reduces the reuse of the ability by 0.4 seconds per point and improves the resistability by 2% per point.
  • Enhance: Hatred, which offers 2% hate mod per point.
  • Enhance: Rescue, which is the same as it was in the Stability tree.
  • Enhance: Reinforcement, which is the same as it was in the Stability tree.
  • Shoulder the Burden, which is a 10% hate siphon that can be placed on any group member.

Other AA changes:

  • “Double Attack” in the Guardian tree has been replaced with 3% chance to flurry and has been renamed to “Flurry.”
  • “Bind Wound” in the Warrior tree is now a 100% heal (still out of combat).
  • Enhance: Plant now increases the duration of the ability by only 0.4 seconds per point (see below).
  • “Aggressive Nature” now increases the threat generated by Hold the Line by 5% per point instead of adding a threat proc on blocks (see below).

Class ability changes:

  • Recapture now lowers the threat position of non-fighters in the Guardian’s group to the target encounter. While that effect is only groupwide, the raidwide effect that increases the threat position of other fighters is still present. The reuse on this ability has been increased to 45 seconds.
  • Iron Will now grants a reduction to snare effects on the Guardian in addition to the Stamina buff.
  • Plant has been redesigned. It is now a blue AE target lock with a small threat component. The base duration of the target lock is 6 seconds with the level 90 master. The base casting time remains at 1 second, and the recast is still 60 seconds.
  • Hold the Line now has the “Aggressive Nature” effect automatically built into the ability. It’s as if you spent the 5 AA points in the Shadows tree without actually having to spend the points. “Aggressive Defense,” a Berserker ability, recieved the same change.

Keep the feedback coming! The discussion has obviously shifted beyond just utility, and we’re looking for feedback on all of these changes. Any other suggestions for the class are welcomed as well, but understand that we are focusing mostly on more general changes rather than class or AA ability changes to solve the survivability problem.

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