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Thornn
11-19-2006, 12:29 AM
<DIV>Well,</DIV> <DIV> </DIV> <DIV>I am a guild leader of a guild that raids on the weekends. We have completed KOS content and have just been filling in the last few holes with fabled armor and we are pretty much full fabled, almost everyone has full masters. We zoned into DT today and could not get past the first gazer. </DIV> <DIV> </DIV> <DIV>I have a whole guild of completely upset raiders. If you are going to make the game different / change / better, make it doable. If it stays this way lots of folks will walk, including this one who has been an EQ fan for over 6 years. If you have not got it right then tell us you are still working on it. We are very organized, and are very accomplished as a raid force. We are not the best on the server by any means but we are in the top 10 or so i would say.</DIV> <DIV> </DIV> <DIV>As it stands now a fabled raid can not do end zone content. </DIV>

Neskonlith
11-19-2006, 12:37 AM
<P> </P> <P><FONT color=#cc0000>KoS raid zones are now the lower part of T7 raiding progression... it is intended that the "easy" KoS raids will help prepare and equip raiders for the tougher EoF raids.  Emerald Halls is now counted as being amongst the toughest end game content.</FONT></P> <P><FONT color=#cc0000>Many people are posting /bugs and /feedback all over these forums to help the Devs scale KoS to where it should run in the new T7 progression... perhaps all that can be done in the meanwhile is to grind up new EoF AA's and equip the new EoF Legendary drops that are almost better than the KoS Fabled you have won, to help you tackle the readjusted raid zones that are getting a few bugs ironed out in the short term.</FONT></P> <P><FONT color=#cc0000>:smileysad:</FONT></P> <P> </P>

The-Fourm-Pirate
11-19-2006, 04:52 AM
I have one question for the devs, if FULL FABLED players that have cleared zones on a weekly basis since as far back as April can not kill these "easy" parts of progression anymore how the hell is a new guild with legendary/mastercrafted even going to get anywhere near killing this stuff?

matinisback
11-19-2006, 08:18 AM
yea dt seem's very very hard now the [expletive haxx0red by Raijinn]ing aoe from 1st mob will [expletive haxx0red by Raijinn] the main tank and any 1 else by it up with 1 shot

-Frank-
11-19-2006, 09:06 AM
<div><blockquote><hr>The-Fourm-Pirate wrote:<div></div>I have one question for the devs, if FULL FABLED players that have cleared zones on a weekly basis since as far back as April can not kill these "easy" parts of progression anymore how the hell is a new guild with legendary/mastercrafted even going to get anywhere near killing this stuff?<hr></blockquote>Bingo. We're at the start of the progression. Don't have a full raid force so we'd be limited anyway, and now... yeah, whole lot of not so much. Plus, there's no x2 content worth anything. </div>

Darien al'Staff
11-19-2006, 02:06 PM
The issues are coming in 3-fold. 1.  Mobs still hitting slightly too hard. 2.  Too many hitpoints And the biggest... 3.  RESISTS ARE NOT ADJUSTED.  AOES ARE DEVISTATING ON BOTH TRASH AND NAMEDS. <div></div>

TalanRM
11-19-2006, 03:00 PM
Trash mobs are autoattacking our fully fabled priests 10 -12K and our MT for 6K+. AoEs are similarly devistating. The same issues happened after LU#13 and the release of DoF. Can we get a quick retune of raid zones please, otherwise with Christmas upcoming no new raid zones will be usable until well into the new year.

lagerone
11-19-2006, 05:11 PM
<DIV>Deathtoll is an instawipe zone at the moment.  I have heard similar things about other KoS zones but the brief experience in DT tonight suggests it is undoable.</DIV>

Killerbee3000
11-19-2006, 10:12 PM
<div><blockquote><hr>lagerone wrote:<div></div> <div>Deathtoll is an instawipe zone at the moment.  I have heard similar things about other KoS zones but the brief experience in DT tonight suggests it is undoable.</div><hr></blockquote>8k+ aoe's from trash in dt.... there is boring.. (pptr style, or eye farming..)there is easy...  (drayek + angler in t5.. coaa + urzyd in t6, labs in t7)there is fun...  (t5 contested mobs, lyceum was fun the first time to figure out the mobs(then once you know th mobs its boring))there is challenging..  (dt for us.. for others it was mobs like cheldrak, matron...)and there is wipe party.... (lord nagalik in t5.. djin master in t6.. for t7 will be the avatars (just guessing with the avatars but from what i've heard they extreme hard)dt got changed from challenging (for the guild im in ) to wipe party....pre nerf we managed to take down tarinax 2.0.... now post nerf cant even get to first named.... why such massive changes so long after the stuff went live? why? seriously why?if it was too easy in you soe's opinion.. why not "fine tune" the eno[expletive haxx0red by Raijinn]ers one by one? add a new aoe to some mob here... increase hp there a bit... but no, soe took the way of completly revamping the combat system again (after lu 13). the game is 2 years old, but yet soe does still massive changes....in essence soe is doing the same to combat as to certain classes...what am i talking about? remember how warlock's got butchered in lu 13? guess what... in dec 2004 they got their dmg increased... so first push them up just so you can let the fall down further...troubadours got charm and mezz... just to have it nerfed into oblivion long after...brigands got amazing reflexes... but it got butchered later on......pls stop making such massive changes so long after giving out new abilitys or releasing new content... it makes people leave faster than you can start the marketing for the game to acquire new players....</div>

The-Fourm-Pirate
11-19-2006, 10:38 PM
<BR> <BLOCKQUOTE> <HR> lagerone wrote:<BR> <DIV>Deathtoll is an instawipe zone at the moment.  I have heard similar things about other KoS zones but the brief experience in DT tonight suggests it is undoable.</DIV><BR> <HR> </BLOCKQUOTE><BR>I wouldn't go that far, we cleared it last night except for curor, which we've never killed anyways (mostly because nobody wants to kill the bazillion eyes to work our way back down to him, respawning eyes FTL). We took about an hour longer than normal and had WAY, WAY more deaths.

Mgunner
11-20-2006, 12:45 AM
<BR> <BLOCKQUOTE> <HR> The-Fourm-Pirate wrote:<BR> <BR><BR>I wouldn't go that far, we cleared it last night except for curor, which we've never killed anyways (mostly because nobody wants to kill the bazillion eyes to work our way back down to him, respawning eyes FTL). We took about an hour longer than normal and had WAY, WAY more deaths.<BR> <HR> </BLOCKQUOTE>I'm curious how you come across any eyes at all if got to Tarinax? <BR>