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View Full Version : Divine Nobility HO


Helmu
02-22-2005, 04:16 AM
<DIV>Hi, I didn't see this posted anywhere else and apologize if there is already a thread dedicated to this issue but the change to the Divine Nobility heroic opportunity is a bit drastic in my opinion.</DIV> <DIV> </DIV> <DIV>Starting a few patches back, for those that didn't know, a fighter could start a heroic opportunity, have a priest advance, and would have a chance of completing Divine Nobility. This HO would heal whomever completed for up to 2k hitpoints (I believe was the highest I had ever seen it heal) and place a small ward on the player. After the last patch the HO now does not heal or ward but places a 24hp a tick regen on the player that completes. </DIV> <DIV> </DIV> <DIV>While I am sure there are going to be several of you that think this 2k hp heal is way overpowered, take a look at it from this standpoint. First of all, the time of day that I am able to play is pretty unfortunate compared to the rest of my friends and guildmates. That being said, most nights I am only grouped with 1-2 other players. An example would be that myself (lvl43 mystic) would be grouped with a 47 guardian. This HO would allow us to kill the groups of lvl45 mobs in Lavastorm without much chance of failure unless there was an add by one of the 45^^ lookouts.  With the new changes we have a pretty difficult chance vs these same mobs and if we do get an add (which we did numerous times the day after the patch) we're /yelling and running around for 15 minutes to break the aggro. </DIV> <DIV> </DIV> <DIV>The point being, SOE is saying how they want to make the game more small group friendly and this HO was an excellent way to do so. It isn't as if we were just tearing through these mobs and/or flying through the levels making insane exp. Our DPS was of course still pretty low considering it was just the two of us, so these groups take a substantial amount of time to kill. Unfortunately after this last patch I'm having a hard time getting motivated to log in. </DIV> <DIV> </DIV> <DIV>If this HO was overpowering for groups (I refuse to believe that it was for people that 2 or 3 man), then reduce the amount it heals for. I'd even be happy with an 800-1000 point heal (remember this particular HO isn't coming up every time, but is one of 4 potential HO's that will pop with fighter/priest). If you still think this is overpowering, then would it be possible to code it so this particular HO only pops when you have a maximum of 3 players in your group?</DIV> <DIV> </DIV> <DIV>I realize that SOE doesn't want a large group of their players to hit lvl50 and get bored resulting in cancelled subscriptions, but the knee-jerk reaction nerfs are going to result in the same lost revenue.</DIV>