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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Xelgad has posted a flurry of responses to specific class issues today.

This one, in regards to Critical Heals which have been removed from all fighters. For some fighter classes, critical heals might have been overpowered, but for Paladins (joshingly referred to as Healadins), losing all crititical heals has had class altering effects not only in solo situations (which this nerf was intended to fix) but in group and raid setups.

At Fan Faire, we were provided with a response on this issue which was more placating than prescient. Fortunately, it seems a few Paladins have planted a bug in the right ear and there may be some movement yet to sort this issue out.

From the EQ2 Forums (in response to a lengthy, detailed list of suggestions to fix the class by Boli32), Xelgad had this to say:

First, let me reiterate that it’s very important to us that abilities scale at a balanced rate. As I posted in the test feedback forum, that was really the primary reason for the heal crit change. It’s a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others. Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it.

It’s very likely that Lay on Hands will become percent based in the future, and we’d like to change some of your other heals as well. However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward. If we made those changes, casting your heals and ward every time they’re up would result in lower total heals per second, but the abilities would be better for countering spike damage.

Feedback on this general idea would be appreciated.

Our interpretation of the changes he’s talking about would be big emergency heals on longer cooldown timers.

You can discuss this issue further, and provide feedback to Xelgad on the EQ2 Forums thread Critical Healing taken away… because?.

Aug 182010
 

Game Update 57 went live today, and boy.. there’s alot of changes, some you’ll love, some you’ll dislike, some you may there were completely unnecessary..  good, bad or ugly.. here we go!

 


QUEST REGIONS OF INTEREST
Many quests will now highlight areas on the map to show where updates can be obtained.
Quests must be active in the quest helper window for their RoIs to display.
Mousing over a quest in the quest helper window will highlight its corresponding RoIs on the map.
Mousing over RoIs on the map will display info on the quest they are associated with.
Quests in the following zones currently support this feature:
Frostfang Sea, Darklight Wood, Greater Faydark, Timorous Deep, Lavastorm, Kylong Plains, Butcherblock, Steamfont, The Barren Sky, The Bonemire, Tenebrous Tangle, and Sinking Sands.

 

USER INTERFACE UPDATES
The Default UI now ships with two color options; red and blue. Use the /loadui command to change color schemes.
A clock and compass have been integrated into the mini-map window (the old compass and clock UI elements were not removed and can be opened using Alt-N and Alt-C respectively).
At the bottom of the screen you will now find the Nav bar, which replaces the old experience bar and includes the EQII button and shortcuts to various UI windows (you can right-click minimize/maximize the NAV bar to hide the various shortcut keys, except for the SC and EQII buttons).
New tutorial windows have been created to help ease new players into the game.
The Marketplace window has been upgraded for easier browsing. An item preview pane has also been added.
The Welcome window layout has been reorganized to make it easier to read.
The Inventory and Persona windows were merged to create the Character window (the shortcut key for this new window is C).
Z is now the default for crouch.
The casting, breath and PvP immunity bars have been updated with a new look.
The hotbar has been reworked and is now easier to manipulate.
If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.
Spell effects that are not able to crit will say “This effect cannot be critically applied” in the spell description.
You can now freely move any UI window when viewing them in F10 mode.
You can now disable the confirmation when spending AA points under Options -> UI -> Game Features.

CHARACTER CREATION
The character creation process has been reorganized for a better flow (models will now default to their SOGA versions during character creation).
More classes are now neutral:
Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker
Good: Swashbuckler, Mystic, Conjurer, and Paladin
Evil: Brigand, Defiler, Necromancer, and Shadowknight

SPELL FX REVAMP
We are updating, optimizing and standardizing every class spell visual in the game. AA and Entertainment spells are next on the list and will be revealed in a later game update.

The purpose for these changes are primarily to optimize and individualize as many spells as possible so there will be more uniqueness to each class. Also we would like for more players to have the ability to keep the spell FX active during group and raid content and still be able to tell what is going on.

We analyzed the text and effects of each spell and made every effort to standardize the type of damage being done or the type of buff, heal, summon, etc. Also since we picked a single name for the spells instead of getting a new name with every spell upgrade, we tried to give the spell a visual that not only matched the damage done, but also the name of the spell.

When you start a new character you will have Apprentice spells. This spell tier along with Journeyman will have a beginner level of FX in both size and quantity. Later when you acquire Adept or Expert versions of the spells the level of FX will increase. Finally when you acquire Master and Grandmaster versions of the spells you will experience the full FX force of that spell.

One of the unique features of spells in EverQuest II is the leveling of spell skills. As you cast destructive spells your skill in Disruption increases. Healing spells increase Ministration. Buff and debuff spells increase Ordination and Crowd Control and Summon spells increase Subjugation (see figure a). Other than the chat window there was no real indication which spells increased which status. Therefore we created the spell wheel. Mages, Bards and Priests will see the spell wheel spin while casting and the corresponding Rune will show up when that skill is used. Casting runes will all emanate from the caster’s feet as part of their traditional casting rings.

Finally we set up Icons for the various other buffs in the game to show players when they are getting an increase or decrease to Intelligence, Wisdom, Focus, etc.

 

GENERAL

  • Bartenders in Norrath’s major cities will once more sell alcoholic beverages to level 90 adventurers, having been persuaded that all rumors of unfortunate high-level drunken raiding incidents are in fact vile slander and in no way explain why Roehn Theer remains undefeated.  The bartenders of Norrath encourage the responsible use of alcohol in moderation.  This message was not sponsored by Roehn Theer.

SHADER 3.0

  • Fixed an issue causing wireframe outlines to appear over zone art when entering certain zones.

STORYLINES

  • Quest titles listed in the storyline summary now are color coded by the “con” of the quest.

ITEMS

  • The Timorous Deep horse merchant now sells the new guild mounts.
  • Combat Expertise on the Grand Admiral’s Chain now includes “Greater” in name to distinguish it from the Admiral’s Chain proc.
  • The item effect “Rancorous Ire” can no longer be resisted.

SPELLS

  • Paladins can no longer cancel Divine Favor after it has triggered.

QUESTS

  • Players doing the Collect Elemental Cores quest will now be able too properly loot the items with group looting options set to need before greed on legendary+ items.
  • The plant gathered for the quest “Frozen Pincer Chowder” is now called reed instead of parsley, due to the art of the object.
  • The quests “Ham and Beans”, “Spider Puffs”, “Frozen Pincer Chowder” and “Kestrel Pot Pie” are now listed under the Category of “New Halas” instead of “City Task” since they are not writs.
  • Moved the weapon rewards from “A Fine Halasian Welcome” to “Crustose Removal.”
  • The quest “Nothing To Waste” now awards a “simple Halasian chest.”
  • Hillfred Kinloch is now willing to advance the quest “Geode Caching” when you are repeating it.
  • Melting the Green Ice for the quest “Green Mystery” no longer causes Ordin Sleetfoot or Thirin Veliumdelver to be killed.
  • “Nothing to Waste” will now more specifically point the player’s toward the Ry’Gorr Invaders for their equipment.

SUNDERED FRONTIER

  • Henry Overwater should now offer Qeynos adventure writs to players who have betrayed from evil to good.

FROSTFANG SEA

  • Mistress Thora <Purveyor of Artifacts>, aside from buying all status items, now also sells rawhide leather rucksack, tanned leather rucksack and boiled leather rucksack.
  • Hilal Bluefoot and Millgard Sunknife now sell the boiled leather rucksack and tanned leather rucksack.
  • Torvil Beastamer <Pet Merchant> is now located in Ravens' Roost near the housing merchant and he has a cat named Snowfist and a dog named Hagley.
  • Totem of the Iceclad Manta is now no Value, not transmutable and no longer labeled Treasured.
  • Population now has a chance of dropping treasure in chests.

ICY KEEP: RETRIBUTION

  • Hoarfrost Pyreflyte has had his Pyreskin damage reduced significantly.
  • Hoarfrost Pyreflyte’s eggs should respawn less frequently.
  • Doors leading to the Captain encounter should no longer close permanently once the encounter is defeated.

PERAH’CELSIS’ ABOMINABLE LABORATORY

  • Arkatanthis’ will cast curse of destruction no more than 6 times per min during his fight, regardless of conditions.

BATTLEGROUNDS

  • Slightly lowered the price of existing battlegrounds armor pieces. The new 1st Campaign armor prices remain unchanged
  • Quests that require specific world events will no longer be removed when going into a battlegrounds match if those events are not active.

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