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View Full Version : Well i ran through the old IoR on live again...


Galn
01-26-2006, 04:54 AM
<div>Most of the testing I've done on test recently has been with a Shadowknight, Monk and Berzerker. None of these really had an easy time of the quests and none can really defeat any yellow con mob at all, and have some trouble with some of the white con mobs. Since it had been so long since I had run through the IoR I didnt give it a second thought, but over the last couple days I ran a Dark Elf Fighter through the IoR and one blaring problem popped up in front of my face right after defeating my first yellow con mob...</div><div> </div><div>The entire balance of power for lvl 3-6 has changed, characters are a LOT weaker than they used to be, or the new mobs are a lot tougher, one of the two. I took both the Fighter and the Shadowknight into the Ruins at level 8 and the Fighter is able to take out level 9 orcs, the Shadowknight is struggling with level 8's, the Shadowknight is in plate and the Fighter is still in leather, and the Shadowknight has a better weapon. I had been wanting to start a fresh Level 1 Shadowknight once LU-19 goes live but if they are going to be so much weaker I may just continue on with my fighter and never start a fresh toon again.</div><div> </div><div>When I first play a game I want to feel like I can accomplish something, not spend 2 hours grinding so I can defeat the next mob in line. This power difference is not even in line with how it is in the later zones and levels, all of 10 characters can defeat white con mobs with ease, most can solo yellows. I feel the Isle's should give any potential player a taste for how the game is once you get to Qeynos/Freeport, not some tougher version of it.</div><div> </div><div>One thing I just thought of, on line with my higher level toons, I rarely see a mob parry, or riposte, it happens but not that often. On test now I can look at my combat logs and a large percentage of my attacks are parried or riposted and I can see why I am not able to defeat them, still not sure how a deer parries, but thats another story for another time.</div>

a6eaq
01-26-2006, 05:27 AM
<div></div>I wouldn't get too upset just yet.  If you played on test prior to LU 13 you will remember that 72 hours before LU 13 went live, they totally overpowered the mobs.  I couldn't kill a green mob at all!  I freaked out and prepaired myself for a really bad time on live servers, yet when it launched, the mobs really weren't that much tougher overall than before the update.  The point is, don't give up hope, you will be able to do what you want after these changs go live... at least I hope so!:smileywink:

Maroger
01-26-2006, 06:35 AM
<div></div><p>The new PCs on the outposts are definitely underpowered. I started one on the old IOR - and I was getting spells doing about 10-15 pts of damage -- not the spells you get do 1-2 points of damage and the mobs are a lot tougher.</p><p>They also beefed up the mobs in areas like The Ruins which cuts out a big area of gathering for player.</p><p>I think if they want to encourage new people to come and play EQ2 they had better tone the mobs down and beef the PCs up.</p><p> </p>

Latysh
01-26-2006, 06:55 AM
Yeah!!! And Turn it into WoW!!! Thats would be awsome!!!How about we just start with lvl 20 straight away?

Galn
01-26-2006, 01:57 PM
<div>I wasnt upset at all, just stating an observation because this system is still in testing and I had not seen any posts relating to the overall balance of the new isles.</div><div> </div><div>I am also concerned about not being able to harvest in the ruins now, it was the best place for a lowbie to harvest and collect ?'s... The sprawl and Sunken city, and graveyard are all either low on nodes or harder to navigate for a lvl 6-9 because of Aggro. Perhaps the zone that was boosted should have been the Sprawl not the ruins, ot would have not effected as many players that way.</div>

Maroger
01-26-2006, 08:45 PM
<div></div><blockquote><hr>Galn wrote:<div>I wasnt upset at all, just stating an observation because this system is still in testing and I had not seen any posts relating to the overall balance of the new isles.</div><div> </div><div>I am also concerned about not being able to harvest in the ruins now, it was the best place for a lowbie to harvest and collect ?'s... The sprawl and Sunken city, and graveyard are all either low on nodes or harder to navigate for a lvl 6-9 because of Aggro. Perhaps the zone that was boosted should have been the Sprawl not the ruins, ot would have not effected as many players that way.</div><hr></blockquote>I agree with you on the Ruins - was perhaps the best harvesting place for newbies in the game. Now all those nodes are out of reach. However, I have been finding more ?'s in the Sprawl and Graveyard than used to be there. What makes this especially bad is harvesting for Malachite -- that node was always easier to find in The Ruins than anywhere else -- and now it is very hard to find so with the tradeskilling changes it now assumes greater importance than previously was the case. You can't make spells without it:smileysad: