View Full Version : EverQuest II Community Summit -- Voice Your Concerns Here
Xalmat
09-09-2005, 12:17 AM
SOE is hosting an EverQuest II Community Summit at the end of this month. Guess who's invited? You guess it, me. I'll save the bragging for another day though, so I can get down to business.As part of the Community Summit (much like the Guild Summit from EQ1) we will have three round-table discussions on Saturday October 1 at SOE Headquarters in San Diego, California. Who knows what the schedule is this early, but you can bet I'll be bringing up things that affect Conjurors.I have a good idea what to bring up, but what I want to know is, what do YOU want me to bring up?You have until September 28th to either post here, PM me, or <a href="mailto<img src="/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" alt="SMILEY" />
[email protected]?subject=Community Summit" target=_blank>email me</a> what you want me to bring up at the round-table discussions. Please be as specific and clear as possible.<p>Message Edited by Xalmat on <span class=date_text>09-08-2005</span> <span class=time_text>02:20 PM</span>
Fierce Ra
09-09-2005, 12:24 AM
If the new test update goes to the live servers. That should be at the top of the list. You know which one I am talking about. The one with making the gameplay so ridiculously hard to where we die on one single blue conned solo mob.
Thakar
09-09-2005, 06:43 AM
Here's a post from beta boards that nicely summarizes current problems (I removed the ones that were just bugs that are supposedly going to get fixed): <font color="#ff3300">Pet: Zombie (Tank) </font>Mitigation is to low, takes to much damage against appropriate targets for its level. Making it difficult to impossible to heal during a solo encounter because of the rate the pet losses health against the rate we can transfer life back to the pet. <ul> <li>Fix: Raise Mitigation to a value that provides adequate abilities to solo effectively without having to FD or run from green NPC’s. Add a way to see what the mitigation currenty is by examining the pet</li> </ul> <div> </div> <div><font color="#ff0000">Consumption</font>Great addition for Necromancers, Recast time is 90 seconds to long</div> <ul> <li>Fix: Set recast time to 30s seconds </li> </ul> <div> </div> <div><font color="#ff0000">Stun Line</font>Casting times not in line with other class Stun/Stifle based spells/skills</div> <ul> <li>Fix: Lower Casting time to 1 second or instant.</li> </ul> <div> </div> <div><font color="#ff0000">Exchange Life / Transfer Life</font>Current pet healing values are to low compared to health taken from the caster. Spell line does not show the amount of health that is deducted from the caster. </div> <ul> <li>Fix: Lower the Health taken from the caster and increase the value of the heal approximately 20% and show the current values of the health exchange on the spell description</li> </ul> <div> </div> <div><font color="#ff0000">Lich</font>Drains health at a rate that is detrimental to the use and function of the spell. Shape changes characters to inconsistent forms and has morphing hair that produces a stretched Gumby effect while in motion</div> <ul> <li>Fix: Lower the rate in which it exchanges health for power to half of current value. Adjust illusion to be uniform across races. (Without the red wig) </li> </ul> <div> </div> <div><font color="#ff0000">Skin Rot / Death Rot</font>4 second duration doesn’t provide adequate damage over time.</div> <ul> <li>Fix: Double the rate to 8 seconds</li> </ul> <div> </div> <div><font color="#ff0000">Deathly Pallor (Feign Death)</font>15 minute recast time. Spell has a chance to be interrupted when in motion</div> <ul> <li>Fix: lower recast time to 5 minuets. Make spell uninterruptible.</li> </ul> <div> </div> <div><font color="#ff0000">Dartain’s Cloaking Debris</font>Has never worked since introduced into the game.</div> <ul> <li>Please do something with this spell.</li> </ul> I'd also like to add that Misty Image still doesn't work very well, it turns my Iksar into a misty image version of a human or elf with green hair. <div></div>
<DIV>Before Combat Revamp the best thing about the Necro profession was the lack of downtime involved since we had such great power taps from our pets.</DIV> <DIV> </DIV> <DIV>During the Beta Combat revamp our power conversion and pet healing was nerfed all to hell but I didnt complain too much since our pets were beefed up in the process so that the added power and healing werent needed.</DIV> <DIV> </DIV> <DIV>But after 9/7/05 they nerfed our pets all too Hell in fact they are worse off now than they are on live currently and we also are dealing with nerfed power generation and nerfed healing.</DIV> <DIV> </DIV> <DIV>So you can see where Im leading here, the necro community has been patiently waiting for the day that we would be brought in line and made into a good profession and for quite some time actually.</DIV> <DIV> </DIV> <DIV>Out of all the professions the conjurer community was one of the last professions ever to expect any nerfing since we were so far down on the totem pole when it came to powerful professions but here we see it that this revamp has given us a net loss of power instead of a net gain.</DIV> <DIV> </DIV> <DIV>In order for this to be fixed one or more things needs to happen:</DIV> <DIV> </DIV> <DIV>1) Fix our pets mitigation amounts prior to 9/7/2005 or</DIV> <DIV>2) Reinstate our previous power generation capabilities or</DIV> <DIV>3) Give us way more efficient heals when it comes to our pets or</DIV> <DIV>4) Put back the heal component in our pet buffs or</DIV> <DIV>5) Perhaps giving lower level necros a mini-lich to help us regain power faster and heal ourselves faster.</DIV>
Deson
09-09-2005, 01:17 PM
My primary concern is actually the timing of this meeting. Revamp/DoF releases on the 13th along with the host of changes in LU13. ~ 2 weeks is not enough time for the community at large to really get a feel for anything. I'm not in Beta and don't play on test because there's no way I can give the quality feedback those programs deserve so when it all hits on the 13th that'll be alot to absorb and process and I'll need to see myself relative to others as well. I've posted my concerns already in the Necro combat utility thread I started and El Chup and the test/beta folks who are posting here have posted alot as well but, there's no way I can fully voice my concerns by the time the meeting starts on the 1st, much less earlier since I highly doubt you'll be reading this thread and the conj one right before the meeting. Maybe you will, you seem good like that but you'll excuse me if I have my reservations.It's simply too soon. Heck, the retune wont even be in a fully stable form by the 13th so thats even less time. We're looking at least 2 weeks post DoF launch of patches full of tweaks and changes. Less than a week to go and they decided to effectively eliminate conc use and make other major gameplay changes that will almost certainly make it to live. Necro's especially can expect to be constantly tweaked and retweaked because as it stands now we lack a group wow factor outside of our style(no one touches our style!) rehashing some of my complaints- Heal's are nice and all but in groups it's situational- where are you going without a healer? And couple that with the amount of aggro you'll draw from both dps and healing? and the pet?! not looking that great. FD is awesome-if you raid, otherwise it's a nice little get out of jail free card every 15 minutes.As sacreligious as it sounds I'd rather have conj stoneskin because the recast is shorter and as a non-raiding Necro, a reliable aggro reducer that can be recast fairly fast does me alot more good than the 15 min fd we have. If I'm in a group that just wiped, what are the odds of me being somewhere safe enough to get up? And now rez the group? It would pain me but I'll trade in a heartbeat. Everyone debuffs better than us, more than us, more reliably and with more effect. Our stuns take too long to cast, last too short and are just that, stuns. We are the only Mage that lacks a secondary effect to stuns. Last I saw, every other Mage buffs better too. Pretty much what we bring to groups is style . As nice as style is, utility is better. With conj's groups can go "Wow! Fireseed is nice!","That AoE stifles?! That one Snared?!" chanters... not even starting that, too much to list but Sorc's get weapon procs,debuffs, huge raw damage and very nice group buffs last I saw. I'm a Necro thus number 2/3 on their damage teir, if a sorc is number one outright from his personal damage <u><i><b>AND</b></i></u> brings more of those wow factor things, where do I fit in?Oh wait! I just got snare back! If I really wanted to spend endless hours snare kiting because of a poor grouping situation I would have stayed in EQ1. It's fun the first time, the 1000 its grating and by the 10k kill you're about ready to shoot yourself...or quit.What even needs to be snared in a group really?Fighing solo mobs thats what the tank pet is for so that leaves kiting heroics and above. Thought the whole point was to make that unrealistic?If so, how long do you think that ability will last?Actually it might because just how many places can you really kite in this game? In groups mobs stand and die so exactly how much good is snaring them? Charm! Yay! oh wait....umm....how many undead are in this game post 50? Haven't seen it as a new line before 50 and all the reports I'm hearing are saying little to no undead are in DoF. And why exactly would I want 2 pets to manage anyway? Especially one thats going to want to kill me and I lack the reliable CC capability to stop it? Those are my current concerns assuming nothing major changes from current test/beta build that I'm aware of. As I said,I play on neither server so I may be off but those complaints are dervied from the statements of our testers and they arent the Chicken Little type. <div></div>
wurtin
09-09-2005, 10:19 PM
<DIV>I think any posts now would be severly premature as we have very little idea what our class will end up like next week. With the severe changes going on in beta and test daily, it's hard to know what to think. We need to make sure we keep this thread up towards the top, or sticky it so we don't forget about it.</DIV>
Deson
09-10-2005, 05:14 AM
<div></div><div></div><div></div>This is the thread I started- http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=8885&jump=true but It was rendered somewhat obsolete by this one by El Chup http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=9042&view=by_date_ascending&page=3 Especially pay attention to Page 3 reply 74 Edit Add: Heh, saw your reply about CoTH in the conj thread and have to ask- make sure Necro twitching never gets brought up either. At least CoTH whoring ended when the fight started. Twtitching is the sorc's baby now and should stay there though I'm personally for seeing such a spell permanently removed. Edit: Misread the recast on stoneskin, I'm keeping FD. <div></div><p>Message Edited by Deson on <span class="date_text">09-09-2005</span> <span class="time_text">04:24 PM</span></p><p>Message Edited by Deson on <span class="date_text">09-09-2005</span> <span class="time_text">05:12 PM</span></p><p>Message Edited by Deson on <span class=date_text>09-09-2005</span> <span class=time_text>05:40 PM</span>
Shirodan
09-13-2005, 05:55 PM
<DIV>From my experiences on test:</DIV> <DIV> </DIV> <DIV>1. Either increase the ammount of power gained from pet, or change the recast to 2 seconds so we can drain him dry for power if we so choose. (After all, as evil necros we see them as tools nots "pets")</DIV> <DIV> </DIV> <DIV>2. As stated above, increase our pet's mitigation, hes currently taking a beating.</DIV> <DIV> </DIV> <DIV>3. Make our snares useful again by not allowing a chance to break via hostile spells/actions.</DIV> <DIV> </DIV> <DIV>4. The master II lifetaps consume health to drain health to heal us..hmm.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <P>Message Edited by Shirodan on <SPAN class=date_text>09-13-2005</SPAN> <SPAN class=time_text>06:57 AM</SPAN></P><p>Message Edited by Shirodan on <span class=date_text>09-13-2005</span> <span class=time_text>06:57 AM</span>
Vates_Sac
09-13-2005, 08:55 PM
FIX THE SNARE!!! If it breaks when we do damage, then why even have a snare?? Just take that line away from us and give us something useful. Tired of getting what we wanted forever, then they nerf it to where you dont want it........
Anganos
09-13-2005, 08:58 PM
<P>I want them to bring back liquor into the game. Nothing like running naked thru Kithicor drunk as a skunk with no armor on!! So if it is possible please bring back the Juice!! </P> <P> </P> <P>That is all,</P> <P>AA</P>
wurtin
09-13-2005, 09:13 PM
<P>Snare? if it's going to stay in its current form, please just remove it from the game.</P> <P>Pet mitigation - Please add some mitigation to our pets. Mitigation should be impacted by stances or, have it impacted by the quality of the pet spell.</P> <P>Pet armor - Another possible way to add mitigation to the pet.</P>
Vates_Sac
09-13-2005, 09:24 PM
if you read my post, then the above post, kinda asking why he referred to my post. I said the exact same thing as he is saying. If they are not going to fix the snare, take it away and give us something in its place.
MrGrimm9
09-13-2005, 10:13 PM
<DIV>*Snare: this is rediculous and needs to not break when the mobs take damage or give us something else useful in its place.</DIV> <DIV> </DIV> <DIV>*Our one and only stun line: Please reduce the casting time, 3 seconds is enough to have us interupted and dead</DIV> <DIV> </DIV> <DIV>*Lich: heals for too little does too much damage to us</DIV> <DIV> </DIV> <DIV>*Pets: Either put back mitigation or give the pet much more hp and make our heals heal for much more, they are ineffective as is.</DIV> <DIV> </DIV> <DIV>*Necrotic Mending line: Raise the duration on this so that we can concentrate on other things besides spam healing.</DIV> <DIV> </DIV> <DIV>*Warlock pet: Runs out of mana way too fast</DIV> <DIV> </DIV> <DIV>*Dumbfire pets and rats: Die much to quickly, up the dps on the stench line</DIV>
cfteagu
09-14-2005, 03:28 AM
<P>Well, it looks like summoners got the nerf bat hard at the last minute because we could solo heroic +++ mobs. Unfortunately, it looks like that was only possibily with lots of master spells and great gear (in which case it might be arguable that its ok for some really well geared player to do) or by kiting.</P> <P>The funny but sad thing is they nerfed everything else (forcing us to kite more) then nerfed kiting...</P> <P>If the only reason to nerf us was to stop soloing +++ mobs, I think the snare nerf would probably have done it. In which case, SOE can kindly UNDO the other nerfs that are hurting us, since those weren't ever really needed.</P> <P>My opinion! You dont like, go get your own!</P> <P> </P>
<div></div>The removal of mitigation from our pets wasn't aimed at Summoners or players. They removed mitigation from ALL NPCs. This just happens to include our pets. The problem isn't so much that our pets are taking more damage. It's that Necros and Conjurors didn't get a boost to our healing abilties to compensate for the HP increase our pets were given to offset the additional damage they take.However, you shouldn't have any issues at all with soloing at least even con NPCs with no arrows, if you have at least Handcrafted equipment with Apprentice III spells (this is STILL the baseline, contrary to what some have tried to say).***EDIT***I'd just like to add, it didn't take Fabled gear and Master I spells for us to be able to solo Heroic ^^^ targets. As a level 50 Conjuror with mostly Legendary/Treasured gear and Adept I spells (had Adept III pet) I was able to solo level 54 Heroic guards in Maj'dul. This was with no downtime, and the fights lasted less than 30-40 seconds.Yes there were a couple days where we were really hurting as summoners, but they have for the most part, fixed the issues. Now if they can just fix the healing issue to make our respective heals worthwhile, I'll be happy.<div></div><p>Message Edited by Janl on <span class=date_text>09-13-2005</span> <span class=time_text>10:28 PM</span>
Deson
09-17-2005, 08:45 PM
<div></div>Ok, now that the changes are Live I have to say ignore my previous post(but not the one wih the links in it, those are good still). I'd like to see Some form of damage sheild or buff added to to our line. Maybe make Horrific mark add a chance to life tap on damage? or power tap? Somehing to make the group go wow! Our heals need adjustment to reflect the new reality of our pets having no mitigation. There's almost no point in bothering to heal the pet when it gets low because you cant really keep up with the damage if you really need to cast it.We may not need to be able to heal heroic/epic damage but even against some even con groups of solo it's just plain worhless to try and heal because it's almost always smarter to just try and burn the mob down.If the pet dies/gets low just recast it because it takes too long to wait for a low pet to get to full-especially since necro heals come from health and the hit just isnt worth it solo(I like the concept of the heals though so no complaint there) Haven't personally seen these next two yet but here are my evals based on reports I read and I'm happily corrected if I'm wrong. Our charm is undead only, if it fails it dots. I'd rather see it coded to dot all mobs with a chance to short charm undead. I've never been a charm fan,unless it's going to redebut in all it's EQ1 (prenerf) overpowered glory, it's just never been worth the risk. It's even less so now since we get a pet for every situation except healer and our pets do pretty freakin well.I also have never been a fan of situational spells since they tend to have a gimicky feel to them and require dev thought to ensure they are useful in those very limited situations, but not overpowered and that it's not just easier to ignore you have that spell since you get along just fine without it most of the time anyway. Our soul line of spells as posted sound very cumbersome. Some change to make them less so would be great like having the spells perma added to the book so they can be perm added to the hotbar. Last concern for this post- Change the art on the Master level Lich. Necro's are all about style and to go from green flaming skelly to just ghost form skelly when you upgrade from adept3 to master...well, I dont care how practical the decision is I'll just stick with lower power regen/proc. <div></div><p>Message Edited by Deson on <span class=date_text>09-17-2005</span> <span class=time_text>07:54 AM</span>
Xalmat
09-24-2005, 07:23 PM
Looks like people forgot all about this thread. I'm still taking ideas for what to bring up at the Summit.
Deson
09-25-2005, 03:10 AM
I don't think people forgot, I think we are just still figuring out how the game is working. I've got one though, as a summoner I'd like group spells to affect our swarm pets again. Tried it earlier and my rats weren't affected by my group illusion so I'm assuming no other group spell affeects them. <div></div>
Calib
09-25-2005, 07:48 AM
just throwing out an idea. How about a unique spell on a long timer. (15-30min?) that would give a chance to animate any mob that is mid-size or smaller. It could be scalled down so the fighting ability is of the mob is poor but so what? It would be cool. or not have it fight at all, but you could drag it along to syphon the power and health when needed. hehehe. <div></div>
darkmagi83
09-25-2005, 09:16 AM
<div></div>A lvl 42 Necro here, and here our some of my concerns, Please fix the spells that drain health and give us power from our pet, the numbers are so low that its almost pointless Please fix stun so that its casting time is reduced to at least 2 seconds. Casting time is too long Please add the skele laugh in our illusion spell, it was very disapointing when it was taken out Please remove the clothing that our scout pets and warlock pets have now they are hideous Please fix the snare line, It is worthless. *Please fix the issue that pet classes must do at least 1hp point of damage to get xp! there are times when i group that mobs die so fast that i dont really get a chance to do damage.. (i.e healing pet,other group members or debuffing) also another important issue is that our swarm of rats line, and ghastly stench line don't count as doing "damage" to get xp! Please fix this immediatley, we are casting these spells in the middle of a fight and they should count as doing damage to get that xp we have earned!* * = Most important issue Forgot to add that I noticed our walock pets like to go closer to the mob after casting each spell until they are in melee range please fix this. <div></div><p>Message Edited by darkmagi83 on <span class=date_text>09-24-2005</span> <span class=time_text>10:28 PM</span>
MadBarman
09-25-2005, 05:15 PM
Only lvl29 necro but i noticed a couple of things last night. Essence's of Anguish. When I put grisly mark on a mob the essence sometimes gets summoned to a group members inventory. Also the necromatic rune line of spells, not sure if this is even working because it does not show up in the maintained spell bar. The previous version Summoners mark does. Increasing intelligence increases the damage done to our pet in the Bloody Ritual line of spells with no increase in the power gained. <div></div>
<P>All I want is <STRONG><U>customer care</U></STRONG>, so that when im doing a CS ticket, I will get a response that suits the question.</P> <P>I dont want be handed one more standard reply when I make a petition, we deserve better service than what we are given atm.</P>
schrammy
09-26-2005, 11:02 AM
<DIV>Xalmat, i think its important to adress the "no dmg=no xp" issues.</DIV> <DIV> </DIV> <DIV>The VERY least they can do is add DB pet dmg to me. </DIV>
Xalmat
09-26-2005, 12:16 PM
<blockquote><hr>schrammy wrote:<DIV>Xalmat, i think its important to adress the "no dmg=no xp" issues.</DIV> <DIV> </DIV> <DIV>The VERY least they can do is add DB pet dmg to me. </DIV><hr></blockquote>Believe me, it will be addressed.
schrammy
09-26-2005, 01:19 PM
<P>Thanks alot Xalmat. I only hope they will be listening and not place in some strategic coughs and toilet breaks.</P> <P> </P> <P><img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P>
Xalmat
09-26-2005, 07:50 PM
Here's what's currently on my list to bring to the Community Summit. There's still time to have things added/removed, so if you want something added, reply post haste.<font size=5>Summit Notes</font><font size=4>Critical Issues</font>The change requiring 1-damage to get experience NEEDS TO BE REMOVED. This has done absolutely nothing to halt AFK-macro soloing, and yet has had a very negative impact on the legitimate players.Cloth Armor, especially crafted Cloth Armor, has a HUGE lack of Intelligence.Necromancer's Dartain's Cloaking Debris reportedly no longer worksConjuror group illusions (Group Illusion Air and Earth) no longer work.When is the massive memory leak in EverQuest II going to be fixed? EQ2 becomes largely unplayable on systems with 512 megabytes of memory after simply zoning once or twice, or after playing for a scant one or two hours.Related to the above, why are Qeynos zones so much worse for system slowdown than Freeport zones?When is the grape ape graphic for Tellurian Veteran being changed to something else? Suggestions include a dark brown Earth Golem (such as from Illusion Earth Elemental) or the onyx Earth Golem (such as from the Guardian Rook illusion).The Essence Shift line of spells STILL drain more hit points from the pet as player INT rises.In many zones, especially some of the Desert of Flames zones, pet pathing is horrid. Shard of Essence/Dark Heart type summons NEED to show how much HP/power they consume in both the spell descriptions and in the item examination windows. The spell descriptions also need to indicate how many charges the summoned item has.<font size=4>Conjuror/Necromancer specific issues</font>Pets need some form of melee mitigation. In a group with a priest, lack of mitigation causes the pet to take too much damage, making it impractical for a priest to try to heal pets.There's concern about Summoner Heroic Opportunities. Other Mage classes get several spells to trigger their Heroic Opportunities with, but Summoners are limited to a very small number of spells for heroic opportunities.Summoner pet heals are *VERY* inadequate now. They heal a scant amount of hit points on the pet, making them, more than anything, speedbump spells whose power cost might be better spent on a nuke.Scout and Mage class Pets have much too low hit points, making it far too easy for them to die to area damage attacks.The Brand line of buffs needs a serious do-over. Conjurors lack any kind of offense boost via the Brand buffs (instead receiving a minimal defense boost), while Necromancers, Wizards, and Warlocks all receive offense-oriented buffs.Vehement Stone is largely considered useless, especially when compared to the Necromancer equivalent.There's concern that the pet HP to power conversion spells are lowered too much in potency. Is this intended?Why was Tellurian Veteran's name changed to Tellurian Avenger? It makes absolutely no sense to change the name, and has only caused confusion in the community.There's concern that the HP drain on Necromancer Lich is too high compared to the associated Power regeneration.Necromancer stuns do not deal damage, yet Conjuror, Wizard, and Warlock stuns do.The new snare spells granted to Necromancers as part of the combat changes are largely seen as useless. Perhaps these spells should be reconsidered.Conjuror Offering/Sacrifice require power to cast. Considering Offering also outright kills the pet, it makes no sense for Offering/Sacrifice to require power to cast.Summoner stuns need their cast time lowered to 2 seconds instead of 3 seconds.Necromancers seem to have very little sort of group utility compared to Conjurors, short of standard concentration buffs, damage, and resurrection.There's concern that Summoner Mage pets use their power pools too quickly.Swarm and Dumbfire pets die far too easily to riposte damage.Any plans for allowing Pet damage to be filtered differently than "Other's Damage"?Pets have abysmal spell mitigation. Perhaps they should "follow" player resists, much like EverQuest 1 pets do.Are there any plans to finally add Summon Companion?What was the reason for changing the Fire Seed line from a DD/Interrupt to a DoT?<font size=4>Game Balance Issues/Questions</font>Cloth Armor should be restricted to Mage classes only. Likewise, Leather should be restricted only to Brawlers and Druids, Chain to Scouts and Shaman, and Plate to Fighters, Crusaders, and Clerics only. As such, their stats should be adjusted to reflect the desired statistics for each class.There's concern about tank pets and their AoE taunt abilities. Are they working as intended?It would help a great deal if swarm pets showed their master's names again.Shrink spells, especially for pets, is in large need. Pets are simply too large to try to navigate around in groups and raids, especially in very tight quarters.How are tank pets meant to stack up compared to player tanks?Are there ever plans to allow Mages to equip throwing pouches?Tradeskillers are in *dire* need of assistance at this point in the game. Tradeskill items are, with the exception of rare items, vastly inferior to mob drop and quest items (which are also a LOT more common and easier to acquire). Case of point: Apprentice 4 spells versus Adept 1 spells. With the exception of the low end of the leveling curve, Apprentice 4 scrolls are completely driven off of the market due to the overwhelming presence of Adept 1 scrolls.Stat scaling on tradeskill items is also BADLY in need of a revamp. Right now, the stats on a Rare Formed tier 5 cloth armor are worse than even a common pristine tier 5 cloth item. The stat scaling tree should look like this (Vertical axis represents tier, horizontal access represents quality)Common Rare FabledCrude T1Shaped T1Formed T1Pristine T1Crude T2 Crude Rare T1Shaped T2 Shaped Rare T1Formed T2 Formed Rare T1Pristine T2 Pristine Rare T2Crude T3 Crude Rare T2 Crude Fabled T1Shaped T3 Shaped Rare T2 Shaped Fabled T1Formed T3 Formed Rare T2 Formed Fabled T1Pristine T3 Pristine Rare T2 Pristine Fabled T1Crude T4 Crude Rare T3 Crude Fabled T2Shaped T4 Shaped Rare T3 Shaped Fabled T2Formed T4 Formed Rare T4 Formed Fabled T2Pristine T4 Pristine Rare T4 Pristine Fabled T2Crude T5 Crude Rare T4 Crude Fabled T3Shaped T5 Shaped Rare T4 Shaped Fabled T3Formed T5 Formed Rare T4 Formed Fabled T3Pristine T5 Pristine Rare T4 Pristine Fabled T4And so on. The idea is that the higher the tier, the better the quality. And for each rarity you go up a tier from Common (IE Rare should be equal to Common +1, Fabled should be Common+2, such that a tier 4 rare should have tier 5 stats, and so on.) Crude from one tier should NEVER be worse stats than the pristine from the previous tier (ie a Crude tier 5 should still be better in every way than a pristine tier 4)<font size=4>Plans for the Future</font>Are there plans for Levitation?Are there plans for adding more Heroic Opportunities?Are Proc percentages accurate? (Especially for spells like Fire Seed)Are there plans to give Summoners more varieties of item summons? Suggestions include summoned arrows, summoned throwing knives, summoned throwing stars, summoned food and drink, summoned weapons and armor (perhaps equivalent to vendor-grade so as to not infringe on other items), and the like.Are there plans to add more Entertainment spells, such as group Fire Elemental, group Water Elemental, and group Zombie illusions? Other suggestions include a Monster illusion for conjuror pets and perhaps a Spectre illusion for Necromancers.Are there plans to add *vastly* different varieties of armor for players to wear? Everything from ragged beggar clothes to formal dresses/gowns could be used for cloth armor alone, for example.Are there plans to add any sort of Liquor or Alcoholic Beverages to the game? Currently the Alcohol Tolerance skill is completely useless.Are there plans to revamp the sky in many zones, especially Qeynos? Skies are not dynamic; no moving clouds; little stellar movement or variety; a bright blur for the sun; clouds do not even come out in Qeynos when it rainsAny plans on adding seasons to EverQuest II zones?Are there plans for more expansions? Will there be level cap increases with each expansion? Since EQ2 supports a level cap of 200, are there eventual plans to reach that level cap? Will there be Alternate Advancement options? Will there be Specialization options? (Ie: one Conjuror could specialize in pets, while another could specialize in buffs, another in spell damage, and another in debuffs)Are there plans on adding more pet variety as far as graphics go? (Necromancer Zombie pets are in *DIRE* need of more variety.) Is it intended for Tellurian Myrmidon to only have one graphic for all three ranks? (Apprentice, Adept, Master)A growing complaint is that the community of EverQuest II is getting largely anti-social. This is perhaps due to the lack of need to group or socialize. Is the dev team aware of this trend, and are there any plans to "address" this?What ever happened to mob-drop quests? They seemed to largely disappear after the Feerrott, and are practically non-existent in the Desert of Flames expansion.
Boran
09-26-2005, 08:08 PM
Hi Xalmat apologies if this has been addressed, been on holiday for two weeks and couldnt be bothered to read the other posts <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Could we get the Lich illusion looked at asap. This is a serious art issue that has been with us from the start and has had many posts made about it. Thanks
Xalmat
09-26-2005, 09:00 PM
Sure, added to my list. Could you be more specific as to what's broken about it though?And didn't I read somewhere the devs were looking into it?<p>Message Edited by Xalmat on <span class=date_text>09-26-2005</span> <span class=time_text>11:00 AM</span>
El Chupacabr
09-26-2005, 09:04 PM
<BR> <BLOCKQUOTE> <HR> Xalmat wrote:<BR>Sure, added to my list. Could you be more specific as to what's broken about it though?<BR><BR>And didn't I read somewhere the devs were looking into it? <P>Message Edited by Xalmat on <SPAN class=date_text>09-26-2005</SPAN> <SPAN class=time_text>11:00 AM</SPAN><BR> <HR> </BLOCKQUOTE><BR>I think the devs said they're actually taking away the clothing on the spell. The problem with this one (and misty image) is that it superimposes hair onto you and in the case of lich, the hair rubberbands all over the place when you move. The clothing part may be what causes the hair problem though. Pretty sure this one is already in the queue though.
El Chupacabr
09-26-2005, 09:45 PM
<P>Also, the pet not being able to attack anything either blocking its LoS or just in the way between it and the mob has caused many, many frustrating evenings for me. I understand why they changed being able to deploy the pet on any mob that you can target but simple rubble completely blocks a large portion of our damage from landing and it takes alot of motion to get the pet to actually move to a point that he has a clear line of sight.</P> <P>This change is quite infuriating. There are quite a few places (clefts war room being a great example) where you'll go nuts trying to get your pet a line of sight.</P>
Fierce Ra
09-26-2005, 11:15 PM
I haven't seen any problems with my Lich. When I have it on I turn into a skeleton with green flames surrounding me, sort of like the old level 30 training mage pet. Also it shows my equipped robe which is also really cool. I know some other people are complaining about Lich, but I would like to leave mine the way it is. Maybe it's because I am an Erudite necro. But if it's broke please fix it for everyone else.
Fierce Ra
09-26-2005, 11:20 PM
Also please say something about about getting a better power conversion on our summoned hearts. Even at adept 3 my sacrificial heart is only giving 38 points of mana every 4 seconds. I have over 3000 points of total power. So it's not even giving me 1/4 of a bar of mana. This used to be a good group utility to hand out to tanks and priests, but now it's completely worthless and needs to be fixed.
Aviral
09-27-2005, 12:06 AM
<DIV>Might want to add the swarm pets (rats/fish) if one of them dies they all die from what i have seen. Might double check in a dual or so throw a low lvl fish/rat at a high lvl and have them kill one off.</DIV>
Xalmat
09-27-2005, 01:28 AM
<blockquote><hr>Aviralis wrote:<DIV>Might want to add the swarm pets (rats/fish) if one of them dies they all die from what i have seen. Might double check in a dual or so throw a low lvl fish/rat at a high lvl and have them kill one off.</DIV><hr></blockquote>How could I forget that? /bonks self.On a related note, here's the itinerary for the summit:Arrive Thursday September 29. Do nothing.Go to the San Diego Zoo on Friday, September 30.Saturday, October 1, 2005 (the bread and butter of the summit)8:00 - 9:30 am Breakfast at the Doubletree Mission Valley9:30 - 10:00 am Travel to SOE10:00 - 10:30 am Introduction10:30 - 11:00 am Tour11:00 - 12:00 pm 1st Roundtable - EQII12:00 - 12:30 pm Customer Feedback - EQII12:30 - 2pm BBQ Lunch outside at SOE2:00 - 3:30 pm 2nd Panel Roundtable - EQII3:30 - 4:00 pm Afternoon Break4:00 - 5:00 pm Final Roundtable - EQII5:00 pm Shuttle service back to the Doubletree Mission Valley7:00 pm Representatives meet in the lobby for dinner7:15 pm Shuttle service to dinner7:30 pm Dinner at Gordon Biersch Mission ValleyRoundtable DiscussionsExpansions and the High Level GameWe'll be discussing what you'd like to see in future expansions and thehigh level game (raids, alternate advancement, etc.) in the firstroundtable discussion.The Combat ChangesThe combat changes are a hot topic, so we'd like to get feedback fromthe community on the changes we've made.The Newbie Experience and Open DiscussionWe'll be talking about how to improve the new player experience in EQII,as well as more general topics such as upcoming improvements to othersystems. At the end of this roundtable, we'll take questions on anytopic.
Fierce Ra
09-27-2005, 01:46 AM
<DIV>With the good list of concerns and issues you have compiled that are very specific in detail try to get specific answers. I have a really bad feeling "We are or will be looking into that issue" will be used a lot to answer the questions and concerns we have. Don't let them give that answer. Demand answers and timeframes. With the itenerary involving future expansions which can be good, tell them to concentrate on the problems and concerns of the game as it is right now and what they haven't fixed since the game went live.</DIV>
<DIV>Could you bring up the population problem? Ask them if and when they are going to merge any servers! Thanks in advance!</DIV>
Deson
09-27-2005, 05:07 AM
If EQ1 AA's are what they want to give, the community is better off without them in my opinion.My major concern is that they never become the system they did in EQ1 where they were used to correct horrid imbalance issues while creating new ones all their own. I also want to avoid the huge grind they became that greatly seperated members of the community that were the same level; in EQ1 as a 65 necro with over 500AA, a 70 necro without the same simply couldn't compete and most of the time the difference was in playtime- a player should be able to compete with any other equal level/class player. AA's are a delicate thing and I'd rather they be completely avoided in exchange for quested spells/abilities in ways similar to HQ's but as I said, they are delicate. EQ1 used them as cop outs and dodged alot of core issues like pet control and healing/DPS balance by adding AA's and in an effort to keep AA's useful they started adding things that either should have come with level/been innate or been introduced as spell lines.Once they are in EQ2 if it's not done right they will be a nightmare of balance and content and as much I have faith in this teams abilites, it'll be just short of miraculous to dodge all the issues they bring up. What you have about Specialization is nice and that's exactly what I'd have liked the training system to be-spell line/ability improvements instead of straight spells that are temporary boosts at best. As a 50(and climbing) Woodoworker I do have concerns when it comes to arrows and totems. We have no use for our rare scraps, we cant sell byproducts( unlike other crafters) and our arrows just take too long to make en masse and support the community- especially since we get undercut by the npc merchant and there really isnt that much difference in the arrows.I'd love to be ale to imbue arrows with spells the same way we do wands-Explosive tipped arrows! Freeze arrows that can stun! I could go on heh. Spirit Totems should work like food in that food has no minimum level per tier but the max benefit is capped per tier.Heck, ask if there's going to be a tradeskill revamp. There are alot of remnants of what was(massive interdependency) and the system could use an overhaul to streamline it/make it more fun. There have been numerous suggestions of allowing customizilbe gear stats and look that would make crafting mch more involved. I'd love to get a t6 rare armor that looks like beggars rags just because, or be allowed to custom crank all the availible stat points on a wand into the stat of my choice. Your list is pretty near perfect for me though and I hope you have fun.
Urbanna
09-27-2005, 02:56 PM
<span><blockquote><hr>Fierce Rage wrote:Also please say something about about getting a better power conversion on our summoned hearts. Even at adept 3 my sacrificial heart is only giving 38 points of mana every 4 seconds. I have over 3000 points of total power. So it's not even giving me 1/4 of a bar of mana. This used to be a good group utility to hand out to tanks and priests, but now it's completely worthless and needs to be fixed. <div></div><hr></blockquote>I agree the whole line of spells is completely useless. It now does crazily low mana conversion AND it's on the same timer as manastone. What's the point of using that? On the lich illusion, the clothes are being taken away, and the beard/weirdness seems to affect only certain racial/facial combos...but it's terrible nonetheless. I really wish they'd change it to a spectre illusion at adept 3/master lvl =P</span><div></div>
Eriol
09-27-2005, 07:59 PM
<blockquote><hr>Deson wrote:If EQ1 AA's are what they want to give, the community is better off without them in my opinion.My major concern is that they never become the system they did in EQ1 where they were used to correct horrid imbalance issues while creating new ones all their own. I also want to avoid the huge grind they became that greatly seperated members of the community that were the same level; in EQ1 as a 65 necro with over 500AA, a 70 necro without the same simply couldn't compete and most of the time the difference was in playtime- a player should be able to compete with any other equal level/class player. AA's are a delicate thing and I'd rather they be completely avoided in exchange for quested spells/abilities in ways similar to HQ's but as I said, they are delicate. EQ1 used them as cop outs and dodged alot of core issues like pet control and healing/DPS balance by adding AA's and in an effort to keep AA's useful they started adding things that either should have come with level/been innate or been introduced as spell lines.Once they are in EQ2 if it's not done right they will be a nightmare of balance and content and as much I have faith in this teams abilites, it'll be just short of miraculous to dodge all the issues they bring up.<hr></blockquote>I 100% agree with this. AAs should NEVER be added IMO. "/pet hold" was a disgrace that it needed to be an AA, along with MANY other abilities all across the classes. While perhaps a few things qualified as "character improvements", WAY too often they were used to correct imbalances and say "well this is available, so therefore with it you are OK."Yes AAs extend the life of a game, but only artificially by saying "now grinding after you reach top-level is for something!" It's a way to extend the life of a game w/o adding actual content. I hope they never make it into this game, though something tells me they will eventually. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />
Xalmat
09-27-2005, 08:36 PM
Alternate Advancement, if done right, would be a great boost to the game without breaking it. Unfortunately, you're right, the way the EQ1 developer mentality is to balance via AAs without actually addressing the core player.
Eriol
09-27-2005, 08:59 PM
<blockquote><hr>Xalmat wrote:Alternate Advancement, if done right, would be a great boost to the game without breaking it. Unfortunately, you're right, the way the EQ1 developer mentality is to balance via AAs without actually addressing the core player.<hr></blockquote>You're probably right, but although the devs ARE different for EQ2, I just think it'd be WAY too easy to fall into the "it's easy to make it an AA" mentality, rather than actually fixing things, and thus better to stay away from temptation. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />And btw, is summoner's tower down Xal? Been trying for the last 10 minutes and can't get into that or the eq1 forums. Maybe just my connection, but obviously this works. Just hangs at "waiting" in Firefox.
Xalmat
09-27-2005, 09:03 PM
No, it's definitely down. Nothing I can do about it at this time.
Dastion
09-28-2005, 12:20 AM
<DIV>Try to get them to put a little more effort into fixing lich while leaving armor on rather than just ditching the armor. I prefer the undead caster look to, once again, just looking like one of my pets.</DIV> <DIV> </DIV> <DIV>Also, necromancers have no use for the Essences of Anguish we start recieving in our 20s until level 48. And since these items no longer disappear when we relog, we end up deleting stacks all the time because we don't need them for 20 more levels. They removed the summon component of our rez spell..maybe they could add in a Corpse Summon spell at level 30 or so that requires essences to cast.</DIV>
Deson
09-28-2005, 05:05 AM
The Lich issue, see if they can just make it a toggle or something. Lich with my gear is something I've been asking for for the last 3 years(Eq1) And I don't want to lose it. I'd rather they introduce the fix proposed as an option instead of just changing it for everyone. It's the only reason I play with illusions on.Heck, the Adept 3 Lich with gear is so cool I've almost never been without it on even when not fighting and as a matter of style refuse to upgrade to themaster until they change that graphic. <div></div>
Dastion
09-29-2005, 03:24 AM
I don't see why fixing it is such a big deal. The reason it's bugged is because it is a humanoid illusion they make it dependant on your starting configurations. That is why some races have issues while others do not. It's possible to make the illusion depend only on the sex of the character. I don't see lion/lioness forms having oddities based on the player's starting configuration. So why not make Lich the same way? Make two lich models, one for males one for females. If they can, make it so that the model wears the armor of the player so that they turn into a cool looking undead caster. Then add slightly different looks based on the type; app, adpt, or master. App could just have the model, Adept has Green Flames, and Master has Black/Purple flames. Ever seen the skeleton warriors in D'Morte's? Similar concept but with robes instead of armor.
Deson
09-29-2005, 08:21 AM
Having now used Drawing of Souls for abit, I've figured out the intention and am quite pleased with the spell as is. I withdraw any complaint I had about this spell and actually say it was quite brilliant in design and execution. Relay the Kudo's if you could. <div></div>
Maghantah
09-30-2005, 03:23 AM
<P>I'm only 35 at the moment, but agree with what everyone has posted so far from my limited expertise.</P> <P>Had a necro in eq1 since beta, quit playing because the guild needed a cleric (p.s. ... always play what you want, not what others need, hehe, hard lesson learned there). Anyhoo, as Deson just mentioned, please relay kudos from many of us who enjoy the CU much more than the old system. Letting them know we appreciate their efforts may open their ear to hearing all of our suggestions better than just saying what we dont like.</P> <P>On that note, i'll just say that i LOVE LOVE LOVE LOVE the way my pet holds aggro now!!!!!</P> <P>Thank you SOE!</P>
Xalmat
09-30-2005, 03:25 AM
Maghantah, glad you're enjoying the post-CU13 game. Those of us in Beta put a lot of work into making sure things worked out great <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> I'm here in San Diego now. Though I have nothing to report at this time, you can read my progress at the Summoner's Tower. Expect updates as time goes on (possibly Friday night, definitely Saturday night)<BR> *EDIT* Forgot the <a href=http://eq2.eqsummoners.com/viewtopic.php?t=2144 target=_blank>URL</a><p>Message Edited by Xalmat on <span class=date_text>09-29-2005</span> <span class=time_text>05:29 PM</span>
Maghantah
09-30-2005, 03:32 AM
<P>Oh yes, thank you for reminding me Xalmat.</P> <P>Thank you to all the beta testers too!!!</P> <P><img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P><p>Message Edited by Maghantah on <span class=date_text>09-29-2005</span> <span class=time_text>04:32 PM</span>
Uanelven
09-30-2005, 02:04 PM
<div></div><span><blockquote><hr>Xalmat wrote:Sure, added to my list. Could you be more specific as to what's broken about it though?And didn't I read somewhere the devs were looking into it?<p>Message Edited by Xalmat on <span class="date_text">09-26-2005</span> <span class="time_text">11:00 AM</span></p><hr></blockquote></span>Xal, the graphic problems and response from a dev regarding lich are covered in this thread: <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=grph&message.id=13104" target="_blank">http://eqiiforums.station.sony.com/eq2/board/message?board.id=grph&message.id=13104</a> The proposal of removing the armour altogether from Lich to leave just a basic skeleton illusion is a bad solution. Bit of a kick in the teeth actually. Would be great if the dark heart line was made easier for people to use. Like the summon goes straight into activatable slot or a hotkey appears in a free hotkey square of the target. People like me always have loads of junk in the inventory. <span>:smileyhappy: Edit: Black Robes for Necros! </span> <div></div><p>Message Edited by Uanelven on <span class=date_text>09-30-2005</span> <span class=time_text>03:24 AM</span>
evhallion
10-01-2005, 08:14 AM
<BR> <BLOCKQUOTE> <HR> Uanelven wrote:<BR> <SPAN><BR> <BLOCKQUOTE> <HR> Xalmat wrote:<BR>Sure, added to my list. Could you be more specific as to what's broken about it though?<BR><BR>And didn't I read somewhere the devs were looking into it? <P>Message Edited by Xalmat on <SPAN class=date_text>09-26-2005</SPAN> <SPAN class=time_text>11:00 AM</SPAN><BR></P> <HR> </BLOCKQUOTE><BR></SPAN>Xal, the graphic problems and response from a dev regarding lich are covered in this thread:<BR><BR><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=grph&message.id=13104" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=grph&message.id=13104</A><BR><BR>The proposal of removing the armour altogether from Lich to leave just a basic skeleton illusion is a bad solution. Bit of a kick in the teeth actually.<BR><BR>Would be great if the dark heart line was made easier for people to use. Like the summon goes straight into activatable slot or a hotkey appears in a free hotkey square of the target. People like me always have loads of junk in the inventory. <SPAN>:smileyhappy:<BR><BR><FONT color=#ff3300><STRONG>Edit: Black Robes for Necros!</STRONG></FONT><BR></SPAN><BR> <P>Message Edited by Uanelven on <SPAN class=date_text>09-30-2005</SPAN> <SPAN class=time_text>03:24 AM</SPAN><BR> <HR> </BLOCKQUOTE>Yes for the love of God please see what can be done about getting some BLACK ROBES. Hard to look evil in solid white or zebra striped and some of the robes like the Invoker make you look more like a [Removed for Content] than a master of the undead, all that is missing is a big hat with a feather. I'm a necro please help me at least look the part.<BR>
Calib
10-01-2005, 04:57 PM
How bout as a fun spell for necros. Blacken Armour? How about increased effectiveness of fear/stun line. How about a lvl 60 necro spell: mistform. Turn necro to a form of mist, makes necro invulnerable but cannot move during duration. <div></div>
Dastion
10-02-2005, 03:20 AM
<DIV>Wouldn't mist form be essentially similar to feigndeath but without potential exploits?</DIV> <DIV> </DIV> <DIV>I really like the idea of sac hearts showing up on bars instead of in inventory, sort of like how our drawing of souls works.</DIV>
Xalmat
10-02-2005, 06:28 PM
Here's my Summit report:People that showed up for the EQ2 Summit round tables:*Myself*Guild Leader of Ascendance (I can't remember name)*Tamat from EQ2Vault*Gaige from FoH*Tstorm, a heavy forum poster*Guy who runs TenTonHammer (I can't remember name)*Niami Denmother from EQTradersand about 4 or 5 other names that I flat out can't remember SadThe round table discussions were a blast. It was great to see much of the team actually there to field questions from us and speak candidly about it! As far as my list goes, I handed it to four people: Scott Hartsman (Gallenite), Ryan Schwayder (Blackguard), Lockeye (I can't remember his RL name Sad ) the guy in charge of the combat revamps, and some other dev going around making sure bugs are discovered and fixed. Here is pretty much everything there is to talk about:Expansion 2 is in the works. They aren't ready to discuss any details on it whatsoever, but my personal guess is it will be out in probably March 2006.As far as expansions go, they want to add some sort of Alternate Advancement to the game, but definitely NOT to the degree that it is in EQ1. They are not going to fall into the trap of fixing balance issues by AA simply because if there are balance issues, they need to be fixed at the class level. One challenge with AAs though is balancing encounters around AAs is even trickier than balancing around levels.Level cap increases per expansion? Maybe, maybe not. They might come out with a Velious-style expansion that is all content, no level cap and no AA.To keep the game fresh between DoF and Expansion 2, they will continue to add new things to the game. Expect a Halloween event (yes!), the new goblin casino currently on Test, more raids added, more zones added, and even some additional minigames to keep you occupied.In-game unlimited /respec is coming, but it will come at a price. They haven't decided how they want to implement it, but several ideas are floating around: A quest you perform, money sinks, kill an NPC, whatever. They want to do it, but they haven't figured out how they want to do it./claim items for expansions are getting a change. Right now they can only flag items as once per account, or unlimited per account (and restrict to being LORE). Supposedly around Live Update 16ish or so, they'll be able to flag items as specifically once per character, which means things like the Collector's Edition dragon will be /claimable on all characters.Tradeskill item desirability is this: Using Spells as an example (because they're the easiest to relate to), you can look at it this way. Apprentice 2 is what you get when you are too lazy to get anything else. There is no reason not to get Apprentice 2 other than laziness. Apprentice 4 is what you get if you want all of your spells now without killing monsters, since there are Sages out there that can make your spells for a reasonable price. Adept 1 is your reward for going out and killing monsters. Adept 3 is where the money is for tradeskillers; if you're a tradeskiller and you want money, make Adept 3. Anything above that is pretty much uber territory.In Desert of Flames, as far as instanced/contested raid content goes, they were shooting for basically a 50-50 or 60-40 split for instanced and contested raid targets. Contested mobs will, by far, drop better loot, but at the same time contested mobs are also, by far, the hardest monsters to kill in the game.The Summit invitees did express a desire for more single and double-group content.One thing that was brought up near the end was a complete reenvisionment of the low level game. The idea floated around was: Instead of being a refugee picked up at sea, you are a hero of some sort, and you are treated as a hero on the Isle of Refuge and in your home city. I went as far to suggest they get rid of the Isle of Refuge outright and just have players start in your home city, and it wasn't met with too much opposition. The citizenship quest is definitely getting adjusted (no more zoning 6 times just to get told to kill rats in the sewer), a more helpful in-game tutorial is in the works.Along those lines, they asked us what made Desert of Flames so good. We tossed around ideas, and we came to the conclusion that the whole faction system in Maj'dul, Pillars of Flames, etc, was fun and it made us feel that we have much more of an impact on the game. So we tossed around the idea, what if faction was important at, say, level 10? What if you were able to kill the guards in your home city in order to get faction with Orcs or Gnolls? What if the newbie guards or quest NPCs in Freeport and Qeynos actually attacked rival players and killed them rather than just kicking them out? What if doing the betrayal quest meant killing tons of NPCs all around Qeynos before the Qeynos guard finally has enough and attacks or chases you out of the city? What if there were full fledged raids that occured in West Freeport where you take out the Freeport Militia with other players watching?As Gallenite put it, they are greatly interested in "removing [the] game with safety scissors" aspect of EverQuest II. As far as the summit attendees go, we were ecstatic at the idea! So, expect to probably see some of that come into the game not far into the future.I don't know exactly what all is happening, but the newbie game is getting changed a lot. They have a full team working on it right now.Armor dyes: As Gallenite himself said, "EQ style free-for-all armor dyeing will not happen in EQ2." If they add dyeing, it will make sense (IE: A red robe vs a blue robe), but it will not be as the same scale as EQLive currently is.Along those lines, the art team is adding new appearances soon. If you consider that they have to work with 64 character models (16 races, 2 genders, US models and SOGA models), it's a lot of work.SOGA models are getting close to completion. An ETA I got was probably early November, right on time for the 1st anniversary. Definitely not an absolute date (still subject to change), but if they make that deadline then all the better. I saw them in action and, while I don't like them personally, they are definitely quite polished overall (a few still need a little work). One interesting thing I learned is that the SOGA models are almost identical in polygon counts to the US models, so they should have virtually no performance impact either way. They also use most of the same animations.I will cover the things on my list later today, but I will leave one more loose quote from Gallenite:Robe of the Invoker is being nerfed as far as what classes can equip it.
So, after looking at what people had put together for you to bring to the meeting from a necro point of view, then what did you actually bring to discussion?
Urbanna
10-03-2005, 03:53 PM
It sounds like they used you guys for cheap PR to promote new changes as opposed to actually discussing bugs/issues....or am I wrong? <div></div>
Xalmat
10-03-2005, 06:57 PM
<blockquote><hr>Urbannaja wrote:It sounds like they used you guys for cheap PR to promote new changes as opposed to actually discussing bugs/issues....or am I wrong? <div></div><hr></blockquote>No, we discussed class issues. I personally talked to Lockeye, the guy in charge of the combat revamp in a 1-on-1 setting. I just haven't had a chance to post my notes.
Fierce Ra
10-03-2005, 10:50 PM
I hope you hurry up and post the notes, I just want to see what they said to all the problems, bugs and issues pertaining to necros. Hopefully you got good news.
<DIV>[Delete. What I want to see just hasn't been posted yet. Sorry.]</DIV><p>Message Edited by Kuvala on <span class=date_text>10-03-2005</span> <span class=time_text>11:57 AM</span>
Eirgo
10-03-2005, 11:01 PM
<BR> <BLOCKQUOTE> <HR> Kuvala wrote:<BR> <BR> <BLOCKQUOTE>Edited due to Kuvala retracting his previous statements<BR></BLOCKQUOTE> <HR> </BLOCKQUOTE><BR>Well he said he handed out copies of the information he compiled in this thread to several devs, thats alot more than any of us could do. He also said that he was going to go through his notes and add to this later - perhaps with some necro specific stuff. Either way your post was tactless and less than helpful in anyway to the thread. <p>Message Edited by Eirgorn on <span class=date_text>10-03-2005</span> <span class=time_text>12:01 PM</span>
<BR> <BLOCKQUOTE> <HR> Eirgorn wrote:<BR> Either way your post was tactless and less than helpful in anyway to the thread. <HR> </BLOCKQUOTE><BR> <DIV>Yup, guilty as charged. Apologies. I plead the Monday morning effect :smileymad:</DIV>
KBern
10-04-2005, 12:17 AM
<P>I greatly appreciate you putting your time in to this man.</P> <P>Makes me happy some good info has gone directly to the devs.:smileyvery-happy:</P>
Xalmat
10-04-2005, 01:00 AM
Here's the class specific notes.Roots and Snares are a little bit overpowered. Don't be surprised if they get toned down in effectiveness. I can safely say that snare kiting is getting nerfed, so enjoy it while you can because it won't be in the game for much longer.There was a question about the benefits to upgrading roots and stuns. Basically, upgrading roots and stuns decreases the resist rate of those spells (IE: An Adept I Stun or Root is more likely to land than an Apprentice IV, and much more likely to land than Apprentice I). This applies to all classes across the game.Necromancer Revivication *should* improve the amount of HP and Power healed when cast per rank. If it is not, /bug it.The 1-damage rule change for pets is not working how they want. Simply put, they put it in to stop AFK campers, and to that end it hasn't worked at all (because they changed their strategies, such as casting a low level nuke and/or casting a low level AoE nuke). They also acknowledge that it has harmed legitimate players.Lockeye was unaware that pets aren't properly scaling (he was on vacation just prior to the Summit). He will be looking into pets to make sure they are properly scaling. As to the benefits of scaling, higher ranks do more damage than lower ranks.We all know that, when any one swarm pet dies, the entire spell breaks. Lockeye actually wanted to fix it just prior to DoF release, but he ran out of time. It is definitely on his list of things to work on, though.Pet heals are not going to get better than they are, nor are pets going to get mitigation. Simply put, it would make Summoners too powerful (We would be able to take out white-con ^^^ heroics through straight up pet tanking). Scout and Mage pets aren't receiving HP boosts for the same reason.However, Lockeye does want to make Mage pets a bit less suicidal, as far as charging-next-to-mobs-to-cast-spells goes. I basically interpreted that as the pets will want to attack at range whenever possible and not want to beeline towards the mob, but if a mob beelines towards the pet the pet will not try to back off.Conjuror Brand buffs are meant to be a defense type spell, while the Necro equivalents are meant to be an offense type spell. The same thing goes with Sorcerers and Enchanters.HP-to-power conversion spells are where the dev team wants them to be. Don't expect them to get better.The reason Necromancer stuns don't have a damage component is because they last significantly longer than Conjuror and Sorcerer stuns. Though I was under the impression they last the same amount of time. Besides that, he also says Necromancer stuns don't do damage because it helps to separate the classes a little bit, to make them a bit less cookie cutter.Lockeye has no idea why Necromancers have their new DoT/snare line. It wasn't something he did.Robe of the Invoker is definitely being nerfed as far as what classes can wear it. My guess? It will become Mage only in the very near future.Pets and their taunts are about where the dev team wants them to be. Fighter pets are meant to be tanks for only soloers, duos, and trios, and are not meant to replace player tanks in any capacity. As Lockeye put it, using a Fighter as a tank is about the same as making a Scout a tank, both in terms of aggro generation and actual tanking ability.Shrink spells will <I>not</I> happen, simply because it will cause too many problems.Levitation is <I>not</I> happening.Will there be more Entertainment spells for 50+? Possibly, but adding new Entertainment spells is a low priority. Don't hold your breath anytime soon.Pet graphics are a legacy issue from the original EQ2 team and original EQ2 concepts. Much like the Entertainment spells, adding some new pet graphics (especially for Necromancer Zombie pets) is a low priority at this time.
El Chupacabr
10-04-2005, 01:05 AM
Our stun certainly is not longer than the other mages equivelents... hopefully he'll double check that statement. Still curious about the deficiency in single target concentration buffs vs. all other mages.
Xalmat
10-04-2005, 01:08 AM
I wish I had time to bring it up, Chup <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />
El Chupacabr
10-04-2005, 01:33 AM
<div></div>No worries, I'm just glad some summoner went <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />. Edit: And I don't want to push my luck... necro's are right about where they should be (though it's tough to hear that amid the screams of "NERF!") and I'd rather be a bit cautious in my suggestions for "adjustment". <div></div><p>Message Edited by El Chupacabras on <span class=date_text>10-03-2005</span> <span class=time_text>05:42 PM</span>
<span><blockquote><hr>Xalmat wrote:Here's the class specific notes.... <hr></blockquote>Thank you! Really appreciate the time and work you did. I take it you didn't have a chance to mention the "summon corpse" ability that was originally in the description of our rez spell in beta, but was removed from the description before live (and presumably not implemented).</span><div></div>
Urbanna
10-04-2005, 09:38 AM
<BR> <BLOCKQUOTE> <HR> Xalmat wrote:<BR>Here's the class specific notes.<BR><BR> <HR> </BLOCKQUOTE><BR> <DIV>Thanks =) </DIV> <DIV> </DIV> <DIV>Scary about the snares....our snares are just barely effective...no chance of kiting =/ Our rez is exactly the same at master 1 as it is at app1. Our stuns are pitiful to say the least. Oh well...I guess that just means we have to educate the devs some more on the classes they created but don't play lol</DIV>
Ernyssyen
10-04-2005, 03:06 PM
<DIV>i cant find any note about the pet models <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>zombie zombie zombie zombie .... is this realy the way they see the necro ?</DIV> <DIV>if i ever find a master spell ill pay ever price just to dont did couse of boredom</DIV>
MrGrimm9
10-04-2005, 04:53 PM
<DIV>Snare kiting does not even apply to necros because we can't. The snare breaks instantly after a couple of hits. Lockeye said that our stuns are for longer than other mage classes that is why they don't do damage? Conj and necro stuns are exactly the same. 3 second cast time, 7 second duration. Theirs does damage and ours does not. In beta it was a 2 second cast time and a 8 second stun. I think someone changed the conj and necro stun at the same time and forgot to leave the necro one alone because ours does nothing else. I just wish either our stun had a 2 second cast time, or a 8 second duration. Also have they commented on our AE damage as well as our lifetapping ability, overall dps and lich form? I heard that some really bad nerfs were coming...</DIV><p>Message Edited by MrGrimm999 on <span class=date_text>10-06-2005</span> <span class=time_text>05:42 AM</span>
MrGrimm9
10-04-2005, 05:03 PM
Also any chance of us getting a stifle? I think every mage class in the game has a stifle or interupt but us.
Xalmat
10-04-2005, 10:35 PM
Why are you asking me all these questions? The summit is <I>over</I>, I have no method of conveying these questions except by the same feedback method you guys have.
MrGrimm9
10-04-2005, 10:42 PM
No, I think you misunderstood me, I was wondering if you had any news or if you talked/heard at all about any of the things I mentioned.
Xalmat
10-04-2005, 10:53 PM
If I didn't post it already, then I have no news.
Romka
10-05-2005, 08:23 AM
<span><blockquote><hr>Xalmat wrote:...... Lockeye has no idea why Necromancers have their new DoT/snare line. ......<hr></blockquote>O.M.G. O.M.F.G. Ima put this quote into my signature. SOE Dev, spells designer says "I have no idea where you got that spell from". Right. It was my grandmom that designed and put this spell line in game. Ridiculous. It's a Sony. (c)</span><div></div>
KBern
10-05-2005, 05:58 PM
<DIV>I just hope they leave the root alone if no damage is done to the rooted mob.</DIV> <DIV> </DIV> <DIV>I love using the new root as CC for adds. Fear, root....and go back to fighting target.</DIV> <DIV> </DIV> <DIV>If they make it break a bit easier when damage is done, I am fine with that. I just hope they let it work the same when no damage is being done.</DIV>
Urbanna
10-05-2005, 06:11 PM
<span><blockquote><hr>KBern wrote:<div>I just hope they leave the root alone if no damage is done to the rooted mob.</div> <div> </div> <div>I love using the new root as CC for adds. Fear, root....and go back to fighting target.</div> <div> </div> <div>If they make it break a bit easier when damage is done, I am fine with that. I just hope they let it work the same when no damage is being done.</div><hr></blockquote>I forsee a doubled/trippled recast timer AND easier break...but then again...I'm optimistic.........</span><div></div>
El Chupacabr
10-05-2005, 06:23 PM
<P>Well, they should nerf us since necros are so uber we're tanking for groups instead of guardians and /afk killing group heroics!</P> <P>/sarcasm</P> <P>I've been weeping crocodile tears for the last couple weeks... if the roots take a hit (I expect a duration shortening with a recast increase) it's not gonna be all that big a deal, the roots are handy but nothing that would hurt any more than a slight alteration in playstyle.</P>
KBern
10-05-2005, 06:28 PM
<BR> <BLOCKQUOTE> <HR> El Chupacabras wrote:<BR> <P>Well, they should nerf us since necros are so uber we're tanking for groups instead of guardians and /afk killing group heroics!</P> <P>/sarcasm</P> <P>I've been weeping crocodile tears for the last couple weeks... if the roots take a hit (I expect a duration shortening with a recast increase) it's not gonna be all that big a deal, the roots are handy but nothing that would hurt any more than a slight alteration in playstyle.</P> <BR> <HR> </BLOCKQUOTE> <P>Yeah what am I doing here when I can be solo groups of orange heroics and only using 10% power and never taking a hit WHILE doing my nails. </P> <P>/nod</P> <P>But I agree, root wont break or make my playstyle but the improved version is nice to have a root I can trust for CC purposes.</P> <P>I never use root while killing a mob, just to hold it off until I am ready to kill it.<BR></P>
Eirgo
10-05-2005, 06:37 PM
<P><SPAN><FONT size=1>Edit - deleted post due to lack of relevency.</FONT></SPAN></P> <P><SPAN><FONT size=1>I had just quoted some guy that is posting the same BS all over the combat and encounters forums. He was getting to me, but there was no need for me to bring his mindless drivel here.</FONT></SPAN></P> <P><SPAN><FONT size=1>Sorry guys : )</FONT></SPAN></P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Eirgorn on <span class=date_text>10-05-2005</span> <span class=time_text>08:03 AM</span>
El Chupacabr
10-05-2005, 07:41 PM
Don't feel bad, the "let the mages pet tank" posts are really getting to me too. For some reason alot of tanks are thinking if a group wants the mage to tank it must be because the tank pets are overpowered as opposed to the proper tank either not being upgraded enough or just not being very good at their class (yep, I said it).
Traigus
10-05-2005, 07:52 PM
My pet does tank over live tanks in groups sometimes.. especially if the guildie in question is 3-4 levels lower then I am (and my pet). In many ways, level is king. Putting the player in DPS moda and pet tanking does work well in that situation. With an equal or higher level tank, I always go with the live guy (as opposed to the dead guy). -T <div></div>
El Chupacabr
10-05-2005, 08:14 PM
Three or four levels lower and I might consider using a pet to tank, too, due to taunt resist issues alone. Guess I should have said an even level tank +/-2.
Xalmat
10-05-2005, 08:29 PM
<blockquote><hr>El Chupacabras wrote:Don't feel bad, the "let the mages pet tank" posts are really getting to me too. For some reason alot of tanks are thinking if a group wants the mage to tank it must be because the tank pets are overpowered as opposed to the proper tank either not being upgraded enough or just not being very good at their class (yep, I said it).<hr></blockquote>I guess I should remind folk that the devs do not want our pets tanking for a full group, and would rather have player tanks doing that instead.
El Chupacabr
10-05-2005, 08:36 PM
<BR> <BLOCKQUOTE> <HR> Xalmat wrote:<BR><BR> <BLOCKQUOTE> <HR> El Chupacabras wrote:<BR>Don't feel bad, the "let the mages pet tank" posts are really getting to me too. For some reason alot of tanks are thinking if a group wants the mage to tank it must be because the tank pets are overpowered as opposed to the proper tank either not being upgraded enough or just not being very good at their class (yep, I said it).<BR> <HR> </BLOCKQUOTE><BR>I guess I should remind folk that the devs do not want our pets tanking for a full group, and would rather have player tanks doing that instead.<BR> <HR> </BLOCKQUOTE><BR>So would I. If the tank cannot hold agro then someone's gonna have to do the job, whether it be a summoner or a scout (yes, I've been in groups where the tank could not hold agro from most anyone in the group, come to find out their taunts are all in the app ranges). When that happens, sometimes a summoner has to step up... I refuse to do it in full groups since I shouldn't have to band-aid for the group due to a flatleaver but you better believe I'll do it in a group of four with no tank proper present.
KBern
10-05-2005, 08:40 PM
<P>Our pets are by no means a replacement for a real tank.</P> <P>Healers will be the first ones to tell us this too lol. The lack of mitigation makes for a bad group tank if fighting difficult mobs, though they can stand in at times. </P> <P>I mean they are "tank" pets for a reason.</P> <P>But personally give me a RL tank who knows what he is doing in a group, and let me play DPS as I should and that makes my day.</P> <P>What people fail to realize is when they see our pets in a group tanking well, that is night and day from us being solo due to our pets can take advantage of all the group buffs being laid on them by other classes that we cannot provide when soloing.</P> <P> </P>
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