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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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The announced removal of Critical Mitigation will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it’s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice!

From Omougi on the EQ2 Forums:

Our goal with these adornment and spell conversions is to give you guys something in the place of nothing essentially. Before, you were playing a zero-sum game if you had enough crit mit. If you didn’t have enough crit mit, you couldn’t do the encounters — period. All these adornments and spells did is bring you up to a threshold. If you were past that threshold, it does nothing for you.

Now, [while] these adornments and spells actually do increase your survivability at all times – equating the amount of crit mit lost to an equivalent form of HP doesn’t really work out, because any amount of HP is infinitely better than a threshold stat with no use. If you were slotting your adornments for survivability before, you are still slotting them for survivability with HP – the only change is the adornments have been made more powerful in their actual effectiveness with crit mit out of the picture.

This change equates to a free survivability gain across the board, and we need to be very careful with numbers at first to ensure things do not get drastically easier. Changing the difficulty of content is not the goal here – changing the accessibility of content is.

A point which has been made by several raiders on the official forums as well as Flames is that the top end guilds already have more than enough Crit Mit on all their characters to meet the requirements of the zones they’re doing. These changes only affect up-and-coming guilds which are trying to do harder content, but can’t because they haven’t spent months farming obsolete gear whose only saving grace is Crit Mitt.

An oft-seen comment is “The EQ2 team will just replace needing 290 Crit Mit with needing 100k health to survive.” Omougi has a great response to this:

A few more HP is possibly the difference between an AE one-shotting and being survivable. We really don’t want guilds to “force” their members into slotting for survivability if they are trying to push progression. If the HP difference on the adornments was significantly higher, people would feel the need to stack up on HP adorns, similar to how they feel the need to stack up on crit mit adorns now.

We are trying to make customizing your gear with adornments a viable option while progressing through content. If we make an adornment choice too powerful, then there really isn’t much choice there…especially if what you are “forced” into adorning isn’t what your class is about. Many mages and scouts would really prefer to slot more adornments to increase their DPS, but they are forced into critmit adorns in order to not hinder their guild’s chance of progress. We really don’t want to replace crit mit adorns with hp adorns and have essentially the same problem.

and some great news about the relatively limited choice of adornments we have now:

Now, our available choices need some work, specifically with mage options. We are trying to alleviate the problem by allowing more adornments to go in more slots (critbonus, potency, etc), so that scouts do not get more benefit from this change than mages. Adding more adornment choices in the future is definitely something we want to do.

 

From Silius on the EQ2 Forums:

Just to clarify some confusion.

  • Crit mit as a mechanic is being removed.
  • NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.
  • Critical avoidance is staying around. Critical avoidance is an NPCs way of contesting your chance to critically hit them.
  • Replacing the adornments with HP is not to compensate for anything. Since the critical mitgiation stat is no longer useful we are converting to a stat that benefits all players.
  • The goal is for this change to not change the difficulty of the encounters. This is why we ask that you all take some time to log on to test once we push it there. We plan on having this on test by the weekend.

Note: NPC crit bonus may be used in the future on a case by case bases and will be considered in the balance of the encounter so that crit mit is not required.

If you have any questions please do not hesitate to PM me.

 

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.
 

Raiders continue to wait for a fix to the double-casting of AoEs first reported shortly after the release of Game Update 61 in August 2011. This issue has been discussed here here and recently here. We got a We’ll look into it from Kander on October 27, 2011 but have received no further communication on the issue.

Meanwhile, there are a few tweaks coming to the difficulty of Drunder Raid Zones. These changes are currently on Test will likely go live next Tuesday.

ZONE PROGRESSION / POPULATION

Vallon’s Tower x4 (Tower of Tactics) [Challenge]

  • Ambassador Grindstone will no longer reapply his Unbridled Fury of the Elements buff as soon as he has dispelled player debuffs, he waits a few seconds.
  • Ambassador Grindstone no longer casts Crystalline Torrent Spell.
  • Vallonite Sentinels no longer memwipe when they cast Sentinel’s Touch.
  • Vallonite Sentinels no longer taunt lock players during the fight.

Tallon’s Stronghold [Challenge]

  • During the Tallon Zek fight Deathbringer’s Touch is now cureable as a curse.
  • Tallon Zek will warn players as he teleports and will not fire his arrow volley until 10 seconds after he changes his location.
  • Fighters will not take as harsh a punishment if they turn their back on Tallon Zek as he is firing arrows.
 

Here are your update notes for January 10, 2012 from the EQ2 Forums:

GENERAL

  • Fixed a bug where you would have to recast buffs on group members every time you zone.
  • Fixed random lighting bugs on characters and environments.
  • Players will now receive achievement credit for earning hall of fame status if they are offline when awards are processed.

ACHIEVEMENTS

  • Sense of Urgency: Debone Bonewing should correctly update when defeating the zone boss in under 30 minutes from zone in.

DUNGEON MAKER

  • Dungeon Maker creatures will no longer temporarily reappear when defeated while under the effect of a tier-adjusting object.
  • Dungeon Maker adventurers should now show up in the Marketplace preview tab.
  • Fixed a UI bug with the Dungeon Maker create window.

BEASTLORDS

  • Fixed an issue that allowed “a drakonine guardian” to be tameable.

MERCENARIES

  • Ten new mercenaries can be found within the major cities of Norrath. This includes Freeport, Qeynos, Neriak, Gorowyn, New Halas, and Kelethin!
  • Gaeri Tallspire (Warlock) and Firus Scorchtouch (Wizard) have returned to their normal hang out and can once again be hired! They have been rebalanced a bit to do less spike damage but in some cases might do more DPS on sustained battles! Gaeri is now more encounter based where as Firus is more single target based damage.
  • Stamper (Inquisitor Merc) should no longer be invisible to players who have not hired him.
  • Bdorn (Templar Merc) should no longer be invisible to players who have not hired him.
  • All mercenaries should now have the correct amount of magical mitigation.

PVP GENERAL

  • Beastlords should now be able to purchase gear from the Scions of War.

TRADESKILL APPRENTICES

  • Tradeskill Apprentice food and drink no longer require reactants.
  • Provisoners can now have their Tradeskill Apprentice research belt recipes.
  • The recipes required for the daily Tradeskill Apprentice tasks no longer delete themselves from your recipe book.
  • Tradeskill Apprentice scout bows should now use arrows as ammo.

POPULATION / ZONE PROGRESSION

Tower of Tactics [Challenge]

  • Ambassador grindstones Geonid Warriors will not spawn as frequently, have less health, and have less members per wave.

Tallon’s Stronghold [Challenge]

  • During the Tallon Zek fight the sparkfiend will not cast sparked as often.  Combustible Combination Curse (caused by spark interaction with greater avazek Concussive Winds) now lasts 7 secs instead of 24 secs.

QUESTS

The City of Freeport

  • Atraxus Bhotlis, the titular target of the quest “Qeynos Bounty: Atraxas Bhotlis,” has moved to the Seafarer’s Roost.
  • Adrianna has now agreed to complete the “Descent into Madness” quest for those who have already finished “Searching the Sewers for the Strix.”
  • For the quest “Killing All the Birds,” it should now be more obvious if you’re on the Strix cultists’ hit list.  (Check your buff window!)
  • An appearance-only Cultist’s White Cowl is now a reward for completing “Killing All the Birds.”  If you’ve already completed the quest, you can purchase the cowl from Viducius Festus in the Harbor Exchange.
  • For the quest “To Make or Unmake,” it’s no longer necessary to target Lerenth to use the clickable items on him.

ITEMS

  • The Ancient Diakan Grindstone and Grim Ring of the Ruthless should once again be able to be used by both fighters and scouts.
  • Beastlords can now wear Roger Goldie’s Straw Hat and the Unseen Hand rewards from the Dark Mail Gauntlets quest line.
  • Priestly Wand of Focused Power should now have a red adornment slot.
  • Wand of Crystallized Shadows should now have a red adornment slot.
 

Here are your Update Notes for December 20, 2011 from the EQ2 Forums:

DUNGEON / PLAYER HOUSING RATINGS

  • The house and dungeon leaderboards have now been converted from the previous 5-star rating system to a new “Like” system.
  • When visiting a house or completing a dungeon maker zone you now have the option to “Like” the zone in either of the two categories.
  • The leaderboards are now based on the accumulation of likes.
  • Awards continue to work as before and are given to the players at the top of the leaderboard.

POPULATION / ZONE PROGRESSION

Tower of Tactics x4 raid [Challenge Mode], and Tallons’s Stronghold x4 Raid [Challenge Mode]

  • Several of the raid bosses have had effects in their raid wide debuff spells lowered.
  • Mystikus Terrorwing toxic elementals have lower health, and their venomous mist spell is now dispellable.   Mystikus will not retaliate damage with lethal consequences until 3 secs after he ports to the center of the room, giving players time to cancel their spells etc.  Ambassador Grindstone – geonid warrior adds have lower health.  Players now have a warning regarding the bullseye target and a bit more time to remove it before the bull will charge.

DUNGEON FINDER

  • Dungeon Finder should now include contested dungeons at all tiers starting at 20.

DUNGEON MAKER

  • The amount of power that Dungeon Maker Avatars have has been significantly increased.
  • Players may now publish a base of 3 Dungeon Maker zones. More publish slots are earned as players unlock more templates.

TRADESKILL APPRENTICE

  • Tradeskill Apprentice items now display who created them.

MERCENARIES

  • Gaeri Tallspire and Firus Scorchtouch have abandoned their job as a mercenary for a short time.
  • The “Back Off” command will now work for Mercenaries, it will set the assist to “none” for you.
  • Fixed a bug where doing a dungeon finder group with mercs could put your character into an ungroupable state.
  • Mercenaries will now count towards the 3 member minimum for Bloodletter.

BEASTLORDS

  • Enchanted warder spell’s default appearance has been changed to a flying snake.
  • Fixed an issue with the Meatbeast that allowed players to tame it. If you have the appearance, your warder spell will reset to the original appearance for that spell.

QUESTS

The City of Freeport

  • The result of finishing the quest “How the Mighty Fall” should now be apparent within the Temple of War.
  • The Codex of the Khati Sha should now be available on the sages in South Qeynos, and in the Academy of Arcane Science in Freeport.
  • Dropping the dialog with Maldreya in” A Dismal Discovery” will no longer prevent you from completing the quest.
  • If you have “Descent Into Madness” but have already completed “Searching the Sewers for the Strix” you should be able to complete “Descent Into Madness”.
  • Going forward, if you have “Descent Into Madness” you will not be able to complete “Searching the Sewers for the Strix” unless you complete or drop “Descent Into Madness”.
  • The Truth Extractor in “A Dismal Discovery” is now Treasured.

South Qeynos

  • Selwyn Oakheart in South Qeynos will now offer level 20 armor quests to beastlords.

Beastlord Epic

  • A Chance for Redemption: Players can now speak to Velarryk and re-spawn Viax Fauli unlimited times as needed.

SHADER 3.0

  • Shader 3.0 has been disabled.

Our implementation of Shader 3.0 has had a spotty history since its debut last year. To be frank, it’s cool in some areas and it’s an eyesore in others. Worse, it occasionally crashes users completely. It’s going to take us quite a while to make it work they way it should, and until we get that work done, we don’t want users to be crashing while using it. So we are disabling this feature for now. We have every intention of bringing it back (or some version of a graphics shader improvement that’s even better than this one), but it won’t be soon. EQII still looks fantastic with the original shaders, and in fact, it often looks far better than when using Shader 3.0, so we hope this inconvenience will be very minor for you.

Also these changes are currently ONLY on TEST:

Elements of War [Challenge]

  • Terrinon Bloodclaw has had his flurry chance removed. Health and damage has been slightly adjusted and adds should come a little less frequently.

Throne of Storms: Hall of Legends [Both Challenge and Normal]

  • Legatus Prime Mikill should wait longer before unleashing his Killing Blow if he is stationary.

The City of Freeport

  • There is now only a single patrolling wraithguard within the passage way of the Overlord’s Plaza. The static wraithguards that were blocking the entry way from North, East, West Freeport have been removed.

COMBAT

  • Fixed an issue where your character would sometimes spin and face away from an NPC they were fighting.

TRADESKILL APPRENTICE

  • Tradeskill Apprentice items now display who created them.

QUESTS

  • You no longer need to complete your Freeport racial questline to receive the final Freeport quest “Your Eternal Reward.”
  • The “Agent of Freeport” achievement for completing the entire Freeport questline will now work properly.  This fix is retroactive – if you’ve already completed the final quest you will get the achievement.

Steamfont

  • Caustic Action now requires fewer updates, and Mazkeen witch doctors are easier to find.

Qeynos Harbor

  • Good-aligned Beastlords can now speak to Ian Cathlan in Qeynos Harbor to begin their level 20 class armor quest line.
 

From the EQ2 Forums:

GENERAL

  • Fixed a bug with the 48 hour grace period for trade for some no-trade and heirloom items.
  • Magic Carpet guild hall amenity now has Fens of Nathsar as a destination.
  • Fixed a bug where loading a profile from your Mirror of Reflected Achievements would reset your AAs instead of loading the profile.

DUNGEON MAKER

  • Item rewards from Dungeon Maker should no longer be able to be transmuted or sacrificed.
  • Dungeon Maker rewards should now be flagged as heirloom.
  • Fabled Dungeon Maker rewards should no longer have red adornment slots.
  • Ammo (Arrows) are now available in bundles of 50 arrows for 20 dungeon marks.

REFORGING

  • Health and Power adjustments will now properly persist through zoning.

BEASTLORDS

  • Leopards should no longer be flagged as dire creatures.  Happy taming, beastlords.  Nyan!
  • Fixed a bug where renaming your warder, to a name that the warder did not like, could result in that warder turning off protect self and protect owner.

MERCENARIES

  • Mercenary Bdorn Alehammer will typically heal players before he cures any detrimentals on them, if anyone in the group has fallen below 50% health.

POPULATION / ZONE PROGRESSION

Tallon’s Stronghold x4 raid [Challenge Mode]

  • Mystikus terrorwing casts Call of the Sky once per 25 secs instead of once per 15 secs.  The spell has a shorter duration now.

Tower of Tactics x4 raid both [Challenge and Normal]

  • Ambassador Grindstone no longer drains as much mana during the fight.
  • Gindan Commander Angler’s adds now spawn less frequently.

Condemned Catacomb

  • You will now find a more convenient revive and evac point inside the Condemned Catacomb.

Shard of Love: Moment of Valor

  • The fresh pomegranate and fermented pomegranate now have a minimum harvesting skill of 300.

South Qeynos

  • All prestige housing portals are now consolidated into a single multi-housing access in South Qeynos.

ABILITIES

Ranger

  • Snaring Shot should once again toggle ranged auto attack instead of melee auto attack.

ITEMS

  • Many items which had lost being able to be used by fighters should once again be usable by fighters. Please continue to report any other items that may have been affected by this through /bug or /feedback.
  • The Fang of Ichor should no longer be able to be used by beastlords.
  • The Hand of Serenity should no longer be able to be used by beastlords.
  • Achievement reward appearance armor should now be able to be used by beastlords.

LIVE EVENTS

Frostfell

  • Saving Frostfell: The entrance to McScroogle Corp. Headquarters in Steamfont Mountains is now marked on the map.
  • A Frostfell Favor: The possessed McScroogle now gets 6 small bags in his inventory (along with the package and turkey).  This enables you to access his inventory by simply opening bags.
  • Gigglegibber Melodies: Playing the pots with the spoon no longer has a casting time.

QUESTS

General

  • Freebloods can now speak to “a stranger” for the quest, “The Secret of the Stone.”
  • Shalih Mar should now stop playing favorites, and should offer her quest to every beastlord.  The Truespirit were very displeased.

Darklight Wood

  • The respawn time on necromancer Kronryn N’Xytyl in Darklight Wood has been lowered.

Butcherblock

  • Respawn times on multiple named quest targets in Butcherblock Mountains have been lowered.

Lavastorm

  • Fixed a bug with the “A Cleansing This Temple Needs…” quest.

The City of Freeport

  • The quest “The Triumph of Fear” should update properly now.
  • Freeport Citizenship: Ambassador Zrelach’s new location at the Gorowyn Chancery in Freeport is now marked on the map.
  • Maldreya Darkheart will now reset properly for the quest A Dismal Discovery.
  • The ending of Scale Break should now update properly in non-english versions of EverQuest II.
  • Scale Break should now update properly if a pet or mercenary strikes the “killing” blow on Captain Xalkastiz.
  • First Time Buyer will now update off of the small rooms in the Jade Tiger Inn.
 

From the EQ2 Forums:

  • Fixed an issue with the 48 hour no-trade grace period.
  • Fixed an animation issue with the Soga Human Female model riding on the Terrorbird mount.

With the first fix, it will, once again, be possible to simply collect all the loot during a group or raid and trade it to people at the end, or trade items within a group/raid (those who were present for the kill) in case of a looting mistake.

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