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doktoren
04-15-2005, 01:04 PM
<DIV>There might be a different discussion about this elsewhere but i couldnt seem to find it. I have to say that i think the new mobs in all the low level outdoor zones is completely ridicolous. All the ^^ mobs in antonica were great xp for everyone. Those that could solo them and those that would take the white or yellow ones in full groups or minor groups. Now everything is so incredibly easy that there is no need for grouping at all. If i want to kill hordes of easy mobs i will play Diablo. This is a multiplayer game and you are not supposed to just be able to rush through 90% of the mobs in a zone without even breaking a sweat. So i can go to a dungeon and fight instead.. ya but the dungeons are super crowded and laggy now that everyone goes there for heroic mobs. I honestly dont see the point of this change and i urge whoever made it to undo it, or at least allow for an additional instance where you can get the mobs like they were in the old days. Come on guys...</DIV>

TopHatJon
04-15-2005, 01:42 PM
<DIV>Prior to this, you had to have a group to do anything in TS, Nek, etc. It was good to add more solo content...BUT....I think they went completely overboard. It is very difficult to find heroic mobs for groups to fight now. Where are xp groups supposed to go?</DIV> <DIV> </DIV> <DIV>p.s. If I am missing something and there are still in fact heroic mobs (multiple mobs and single ^^ mobs) please let me know. I only found a few groups of owlbears in Nek and nothing in TS or Ant.</DIV><p>Message Edited by TopHatJones on <span class=date_text>04-15-2005</span> <span class=time_text>02:44 AM</span>

FrostP
04-15-2005, 03:21 PM
<P>Yes this is a problem, spent all day playing yesterday with my level 24 guardian and had a hard time finding things to fighting with a group in TS that wasn't already camped.</P> <P>Making a solo version of normal mobs which give less xp and a different loot table in an entire zone is a GREAT idea for when you can't find a group to do the quests you need but really there should always be a group version of the instance available too. <FONT color=#ff3300>I suggest there are always two instances of an overland zone up that way for example TS1 could be mostly solo encounters like it is now except for the named and TS2 could be the old groups only version. Thats the way to do it then people who want to group go to TS2 and kill grouped mobs and people who want to solo go to TS1 and solo.</FONT></P> <DIV>(In reply to the poster above TS solo version still has grouped named mobs and also some giants and gnolls right at the bottom. Of course good luck camping them if more then 12 other people in the zone feel like grouping.)</DIV><p>Message Edited by FrostPaw on <span class=date_text>04-15-2005</span> <span class=time_text>04:23 AM</span>

Ellendi
04-15-2005, 04:25 PM
I agree 100%. For the record, let me first say that I spend half my time soloing and the other half duoing with my wife. I am a level 33 guardian, my wife has a level 33 warden. Before the change, I could often solo green^^, or duo with wife green and blue^^. Those were always a challenge, but had nice rewards in both experience and the occasionnal chest. Since the change, everything is way too easy, there is no real challenge anymore, no loot, no experience, nothing. Just easy, boring quests with no sense of danger. This is for Enchanted Lands btw. Haven't check any other overland zones, but I figure it is probably the same. PLEASE make some adjustments. At least 50/50 of heroic and nerfed mobs. Even for soloers/duoers, this change is bad. <div></div>

Saeros-CB
05-10-2005, 03:00 AM
I don't know why they even bothered making a change in the first place. Whenever I wanted to solo I never had a problem finding solo mobs. Since soloing isn't great XP, I didn't do it often, but even when I ran by the "solo" spots there were plenty of mobs up. The real problem I saw was mixing solo and heroic mobs in the same place, esp. when they're aggros. It'd be much nicer if "areas" had either solo or heroic mobs, but not all mixed in together. The dry riverbed in TS, Zarvonn's Tower, and the crow fields used to be this way, and it was annoying since group XP on solo mobs isn't too hefty. Anyway, when there's nothing to kill, it makes it insanely difficult to play. I don't want to go around getting fractions of a percent for killing solo mobs (with vitality), and I can't find groups now since there's no point. Even the dungeons are heavily populated with solo mobs. I don't think I saw any heroics in Runnyeye when I ran around there. -Colage Crushbone

Saeros-CB
05-10-2005, 03:03 AM
Also, just to toss it out there... Instead of making so many changes in heroic/solo mobs to existing zones, why not just make more solo instance zones? That way you don't need to worry about someone moving in on your spot or respawns. Also, for the love of god.. no social mobs in solo instances. The D'Morte Burial Chambers are a pain in the rear for that reason. <div></div>

KimSukM
05-10-2005, 06:40 AM
I completely agree. It's also not good for classes that are not solo friendly. Now groups are harder to find and my illusionist really can't solo with any efficiency. One would think this got positive review from Test since it has such a low population and most people were forced to solo anyways... problem being on live servers there's not much point to 75% of the mobs out there. Dungeons are getting overrun and every spot gets camped. Kinda crazy esp if you can't solo well <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Valg
05-10-2005, 08:55 AM
<DIV>Just to add, i remember SOE stating that this change was so that people could solo stuff while forming the group. Well, it didn't work, because there are no groups there anymore because there are no group mobs! I made a new character and went to antonica to get some xp and it wasn't fun at all. Man it used to be great, group mobs of gnolls everywhere and scarecrows(omg i can't belive they took this away this alone just makes me want to hurt someone) and archers wood was a great place with the heroic stags and wardens. Now.....its all gone....i mean all of it.....except for a few gnoll groups outside of bb....thats all.(of course i might have missed some). And if you want to find a single mob ^^, good luck to you. I like those mobs better because they dont keep dying so i have to switch targets. Also, debuffs and dots are completely useless on groups of 4, because you use the dot/debuff and boom its dead before it really does anything. Also, as i said, if you do get a group you mostly end up killing some solo's which are pretty ez....ez enough that the scout can go in and attack first and just have the healer heal whoever gets agro, not really being organized at all. </DIV> <DIV> </DIV> <DIV>One of my other chars who was in his mid 20s also had a problem with ts, but luckily not as much. but of course now we have the problem where NO ONE KNOWS HOW TO FRICKIN GROUP BECAUSE THEY'VE BEEN SOLOING ANTONICA THE WHOLE TIME! great, now we have more people that dont know what to do, there are already a lot. at least there were giants, thank god they didn't nerf those...well at least not all of them. and what happened to cents? well boring old solo mobs now. Undead in the river valley? boring. undead by RoV? boring. gnolls? well not really good xp, but fun.</DIV> <DIV> </DIV> <DIV>I'm not one to say about el and zek, because i never really play there.....because i've never really grouped there for xp except for once(killin those epic mobs in zek, but not good xp, more for loot). I really haven't seen much things to kill there. Have 38 guardian atm and have never xp'd there...sad. Thank god for rivervale, since its not classified as an outdoor zone it still has the huge amount of heroic mobs.</DIV> <DIV> </DIV> <DIV>Overall, the point of this looks more like slowing down our xp rate....because if there are no mobs for our groups to fight...well we dont get much xp and level slower. At least that's what its been doing for me(my lower lvl chars at least, my guard i just go to RV <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />). But its also just super ez stuff and its boring. </DIV>

Magnus The Man
05-10-2005, 12:27 PM
I have been wondering what the point of this change was myself. There are still alot of "group" monsters in the same places ....BUT...they are no long Heroic opportunity so the xp sux. This change is for the worse all around.  Change it back the way it was. I can solo heroics with most of my toons because i use heroic opportunities. However, the harder stuff is still doable with a small group (2 or 3).  SOE...you have made Antonica, Commonlands, and newbie zones (the sprawl, oakmyst, etc) useless except to the true "newbs" that don't know how to perform a heroic opportunity and don't mind the hours upon hours of monotonous killing for low xp to level Hell, i use to be able to level from 8 to 12 in the Sprawl in about 2 hours by taking some risky heroic kills...now...it sux the high heavens STOP fiddling with things that ain't broke....who the heck is complaining about not being able to solo ..and why are you listening to them....just about everyone should be able to solo if they know what they are doing and experiment with the monsters to find the ones best suited for their class. Priests and Enchanters are the exception and u just can't base the game around them...they are truly support classes and for the most part need to play in groups. FIX it back to the way it was....PLEASE <div></div>

James_UK
05-10-2005, 12:59 PM
/agree<div></div>

Collectall3
05-10-2005, 06:12 PM
<P>I personally hate the changes to the group mobs, I do solo alot but I have never had a problem finding solo mobs proir to the change.  The Dev's went way overboard with the solo content and made it a lot harder to get a group. Even some of the dungeon's got nerfed big time for example Runnyeye. Now in RE you have to fight through tons of solo mobs to even get to the good stuff, I can understand haveing solo content at the very begining of the dungeon near the zone so you can fight a few mob's while LFG but there is no need to make almost the first 1/4 + of RE solo. </P> <P>The Dev's did say that they were going to watch the zones and continue to balance things when they originaly changed things, and  I really hope they are planning to re adjust the ratio of solo and group mobs for most zone's. The way things are setup right now EQ2 is now basicly a solo game levels 1-25 since there is little point in grouping up to kill a solo mob because the xp sucks and there is no challenge or danger.  I personally like to play games that have some sort challenge and EQ2 seems to be becoming less and less challenging. </P> <P>It seems the Dev's think that Challenge = Timesink. YAY lets go kill thousands of solo mobs @ .01% xp for hours on end. And better yet lets make it so unless the player doesn't aggro every solo mob on screen you cannot die so you can play and watch T.V. at the same time with out all the bothersome worry of dying. After time people will stop playing any game if there is no to little challenge, and I would hate to see a game with the great potential of EQ2 end up like that. I understand that the Dev's want the game to be accessable to the casual gamer also but there has to be a better way to do so other then Nerf all the mobs so people who like to group can't or find it really hard to do so. </P><p>Message Edited by Collectall3 on <span class=date_text>05-10-2005</span> <span class=time_text>09:02 AM</span>

Archael
05-12-2005, 03:41 PM
<P>Unfortunately, I'm sure SOE believes this change is good for their bottom line because it lengthens the time it takes people to level up thereby increasing the duration of their clients' subscriptions.</P> <P>I agree that they went way overboard on this change.  My experience has dropped dramatically since this change along with my desire to play.</P> <P>Like me, I doubt that people are going to go along with these types of game changes as willingly as they did in EQ 1.  With EQ 1,  they had a new experience to offer gamers and it was and is still to date my best gaming experience (up until SoV expansion).  Well, this stuff is not new anymore. Merely variations on a theme. The honey moon is over folks. We are a less gullible and  more demanding client base now. Treat us right or you will find that your client base will shrivel up much more rapidly than it did in EQ 1.</P>

CasombraHellstalk
05-14-2005, 04:02 AM
Well I remember with my main EL was challenging.... with my alt EL is so gimped down that it is no longer worth going there. I duo with my hubby and we have found there is NOTHING challenging and the xp is WAY too slow now.

Kai Longbla
05-15-2005, 09:51 PM
<P>I agree completely. Those of us who play both groups and solo are finding it difficult to get XP or find a challenge. If I solo I kill anything orange and below some are even red, and the XP for these are very low. Why? Then I want to get a group going, well can't do that either, because there is only 5 areas in Ant. to group, that's if you can get one to form, good luck with that by the way.</P> <P>Problem is Ant is way to easy, solo all day with no risk, forget about grouping, cause no one wants to or there are no mobs worth it!!!</P> <P>I remember grouping in Ant. in the begining, it was GREAT, good XP , good interaction with other players, I love to help players who get in over there heads with some heroic mob.</P> <P>I believe I am playing EQ2, an MMORPG. Not Doom 3.  OR AM I?   </P> <P>Please fix this you are killing enjoyment and true emersion in a game where suprise and dareing exploration is the key to both solo and group play.</P> <P>Always rember " If you loose, adapt and over come"</P>

Despak
05-16-2005, 11:13 AM
<P>I think they hit one thing on the head perfectly now.  They have stated the game is designed to accomodate casual players; well since the changes I certainly went from 5-6 hours a day to 1-2 hours every now and again because it gets too damned boring after that.</P> <P> </P>