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View Full Version : Crit mit removal?


Cratoh
09-07-2011, 02:24 AM
<p><span style="font-family: verdana, arial, helvetica, sans-serif; background-color: #000000;"><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;"><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">The following zones no longer require critical mitigation to survive:</span></span></p><ul><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Iceshard Keep Heroic</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Tower of Frozen Shadow: Shadowed Corridors</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Tower of Frozen Shadow: Umbral Halls</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Tower of Frozen Shadow: Haunt of Syl’Tor</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Forgotten Pools</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Hold of Rime: The Ascent</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Hold of Rime: The Fortress Spire</span></span></div></li><li><div><span style="font-family: arial, helvetica, sans-serif;"><span style="font-size: small;">Crystal Caverns: Collapse</span></span></div></li></ul><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;"> </p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;">This is from todays patch notes.</p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;"> </p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;">What is the point of this change? Where is the learning curve now for gearing up to raids, tougher zones? Has this been implemented so as not to have to look back at fixing Rygorr armor?</p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;"> </p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;">Why if this is happening to so many low level armor pieces have crit mit on them now?</p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;"> </p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;">I really do not understand this change.</p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;"> </p><p style="font-family: verdana, arial, helvetica, sans-serif; margin-top: 0in; margin-right: 0in; margin-bottom: 0pt; margin-left: 0in;">Anyone else got any input, or shed any light on it please?</p></span></p>

sick720
09-07-2011, 02:34 AM
<p>what is going on at SoE? if this is true, then really, what the hell are they doing? where is the strategy in all this crap they are changing? it seems to me they are going day by day and seeing what happens. they are like a chicken with its head cut off. all those zones listed were fine as they were.</p>

Tigress
09-07-2011, 02:41 AM
<p>well if i were to guess, and im going to, its to help the PUGs.  see you need shards to buy crit mit and you need the gems from the kael zones to buy/make the rygorr.  in order to be accepted into those zones, ppl were requiring you to have a certain amt of crit mit that is truly difficult to get without having been in the zones.  so this sounds like the fix.</p>

Ulskanine
09-07-2011, 02:42 AM
<p>Maybe they are finally finding out raiders are no longer the main population of the game and adjusting game content so more people can actualy see it instead of only the raiders ?</p>

Elomort
09-07-2011, 02:51 AM
<p><cite>Ulskanine wrote:</cite></p><blockquote><p>Maybe they are finally finding out raiders are no longer the main population of the game and adjusting game content so more people can actualy see it instead of only the raiders ?</p></blockquote><p>They could also be realising that Raiders are probably long bored with these instances and have moved on, by opening them to a larger number of more casual players those casuals can remain lock-step a few stages back from the more elite player.</p><p>Opening up the much older content as we approach the end of each GU is generally a good thing I would have considered.</p>

Felshades
09-07-2011, 02:52 AM
<p><cite>Ulskanine wrote:</cite></p><blockquote><p>Maybe they are finally finding out raiders are no longer the main population of the game and adjusting game content so more people can actualy see it instead of only the raiders ?</p></blockquote><p>I don't think its going to help any.</p><p>If they're not intelligent enough to figure out the current zone/gear progression then they're not going to be intelligent enough to know that they can't just walk into torz with their PQ gear and not get wiped all over the floor unless they're being carried.</p><p>I can't wait for that. "OMG I CAN DO X, Y AND Z BUT WHEN I THOUGHT WE COULD DO TEMPLE AND WE DIEDED AND WHAAAAAA WHY YOU SO MEAN SOE!"</p><p>Yeah. It's gonna be delicious.</p>

Ryai
09-07-2011, 03:53 AM
Because screwing with people's ability to survive in easy heroic instances makes absolutely no sense. Every raider has told them this over and over. Critical mitigation was a horrible gating mechanism and nearly guaranteed that every person coming out of SF was horribly geared in comparison. Not to mention it literally changed pugs to "How much crit mit, sorry, not high enough to ride." Crit avoid was more than enough of a gating mechanic. Make people get really high crit to complete zones quickly, until then they are slower. I just wish they had listened 6 months ago when everyone was telling them how horrible of an idea this originally was. Its too bad I think the damage has already been done and it really doesn't matter anymore.

Aethn
09-07-2011, 04:24 AM
<p>Any change that gets more people moving into higher content is a good change.  This will also help in Dungeon Finder, when you go do a dungeon you wont have to suffer through tank after tank getting wiped out due to lack of crit mit on easy dungeons and raids.</p><p>Nothing drives players away faster from a game then frustration, this will remove some of that frustration and help to retain a few subscriptions.</p>

Cratoh
09-07-2011, 04:28 AM
<p><cite>Persyphony@Antonia Bayle wrote:</cite></p><blockquote><p>Any change that gets more people moving into higher content is a good change.  This will also help in Dungeon Finder, when you go do a dungeon you wont have to suffer through tank after tank getting wiped out due to lack of crit mit on easy dungeons and raids.</p><p>Nothing drives players away faster from a game then frustration, this will remove some of that frustration and help to retain a few subscriptions.</p></blockquote><p>Ah, didn;t think of that, that is bound to be what it is for. Makes sense now.</p><p>Although - is it a precursor to crit mit being raid only reuqirement again? We shall see.</p>

Trensharo
09-07-2011, 05:22 AM
<p><cite>Persyphony@Antonia Bayle wrote:</cite></p><blockquote><p>Any change that gets more people moving into higher content is a good change.  This will also help in Dungeon Finder, when you go do a dungeon you wont have to suffer through tank after tank getting wiped out due to lack of crit mit on easy dungeons and raids.</p><p>Nothing drives players away faster from a game then frustration, this will remove some of that frustration and help to retain a few subscriptions.</p></blockquote><p>I will log out from those groups if the Dungeon Finder ends up putting me in them, anyways.  Tank has nothing to do with it.  Boring content is boring.  And in the case of the ToFS instances, some of them are just too darn long to be worth the time.  I don't know what the Devs were thinking when they designed those instances.</p>

feldon30
09-07-2011, 07:11 AM
Considering level 70-80 gear is now dripping with Crit Mit, this is an odd change at such a late date.

Darq
09-07-2011, 08:00 AM
<p>This is ridiculous.</p>

Sennyu
09-07-2011, 09:55 AM
with how easy it is to obtain the crit mit required for those zones it does seem odd to remove the crit mit requirement for them, odds are with quested gear these days you have the crit mit requirement covered anyway.....

Banditman
09-07-2011, 10:20 AM
<p>Enough bad players thought that crit mit was what was holding them back, they complained and SOE capitulated, as usual.</p><p>They'll now complain that those zones don't offer enough crit mit to gear for the remaining Kael zones and Drunder, despite the fact that there is MORE than enough crit mit available.</p>

CoLD MeTaL
09-07-2011, 10:22 AM
<p>So that non-raiders have a place to group, but if you ask me it's too little too late. </p><p>$OE is very fond of shutting the barn door after all the horses are gone.</p><p>They should just put it back the way it was.  It won't help PuGing in there.</p>

Damainx
09-07-2011, 11:01 AM
<p>Yay!</p>

Laenai
09-07-2011, 11:21 AM
<p><cite>feldon30 wrote:</cite></p><blockquote>Considering level 70-80 gear is now dripping with Crit Mit, this is an odd change at such a late date.</blockquote><p>This is what's confusing me also.</p><p>With the reitemization, there's not really a crit mit issue any longer. So why change this now? It just makes no sense.</p>

Kizee
09-07-2011, 11:29 AM
<p><cite>Karimonster wrote:</cite></p><blockquote><p><cite>feldon30 wrote:</cite></p><blockquote>Considering level 70-80 gear is now dripping with Crit Mit, this is an odd change at such a late date.</blockquote><p>This is what's confusing me also.</p><p>With the reitemization, there's not really a crit mit issue any longer. So why change this now? It just makes no sense.</p></blockquote><p>It is SoE. They just don't have a clue.</p><p>This reminds me of when everybody was complaining about shard runs so they added in a NPC that you could buy your shards back only to totally remove shards altogether the next patch. lol</p>

Laenai
09-07-2011, 11:30 AM
<p><cite>Hissyfit@Oasis wrote:</cite></p><blockquote><p>It is SoE. They just don't have a clue.</p></blockquote><p>LOL This is actually the explanation I've been giving people who ask!</p>

Onorem
09-07-2011, 11:39 AM
<p>This shouldn't be a raider vs. non-raider issue.</p><p>For those of you who didn't have the crit mit required for these zones...try running through the solo questline or hit buttons at random in the vicinity of whichever PQ is going on.</p><p>Do people forming PUGs sometimes not take people who are geared "well enough" to survive? Yep. Oh well. Form your own groups or join a guild with an active population.</p>

Neskonlith
09-07-2011, 11:43 AM
<p>I like how this change will help gimpy alts get back into the game with a PUG - the change helps expand the choices of areas to goof around in for fun.</p><p>The higher areas with the better loots still require considered setups and gear, so this adjustment to starter zones likely won't break anything except tedium.</p>

MurFalad
09-07-2011, 03:40 PM
<p><cite>Elomort wrote:</cite></p><blockquote><p>They could also be realising that Raiders are probably long bored with these instances and have moved on, by opening them to a larger number of more casual players those casuals can remain lock-step a few stages back from the more elite player.</p></blockquote><p>These zones were perfectly fine for non raiders, ascent and Tofs : shadowed corridors especially had nothing that would trouble someone in PQ gear but ascent especially drops great gear.  (the only zone that gives trouble is Spire which often gets run by raid geared players, and for low DPS groups umbral halls).</p><p>I'm not really sure why the change has been made either now, its going to make the zones a little less forgiving for people who skip PQ's for gearing up, but not much.</p><p>The main problem I see with these instances is that with the item revamp the shards are less valuable then they were before since good rewards can be picked up from SF content too. </p><p>Perhaps more importantly there isn't anything new to buy for shards, so the players who were regulary running these instances have moved onto other things, either Kael and upwards, or onto an alt.  Personally I think the addition of a couple of nice upgrades (that cost a lot of shards but rival low level raid gear) along with maybe a tier up from the Ry'gor (where you have to get the Ry'gor and trade it in with shards) would revitalise the dungeon running again.</p><p><cite>Elomort wrote:</cite></p><blockquote><p>Opening up the much older content as we approach the end of each GU is generally a good thing I would have considered.</p></blockquote><p>I am a fan of the idea of dropping a few powerful items into the game as it gets closer to the next gear reset (expansion, not sure if this Novembers expansion will be a gear reset though since its not a content expansion), they give people something to aim for and by upping their power a bit open up more content for them too.</p>

Rainmare
09-07-2011, 04:18 PM
<p>the change is for people like Cold metal who complained and complained they can't get groups becuase thier crit mit isn't high enough but they can't get it high enough becuase they can't do the zones.</p><p>nevermind most of these complaints were people wanting to go right into Kael or Fortress spire or Kill Tserrina, and wondering why people wouldn't just take them fresh in the othmir gear. and now that they can't cry about crit mit, once they go into these zones and get thier collective rears handed to them, they'll be here complainging about 'uber raid scripts in my heroic dungeons' next.</p>

Lethe5683
09-07-2011, 04:20 PM
<p><cite>Ulskanine wrote:</cite></p><blockquote><p>Maybe they are finally finding out raiders are no longer the main population of the game and adjusting game content so more people can actualy see it instead of only the raiders ?</p></blockquote><p>I'm pretty sure that extremely inept people aren't the main population of EQ2 either.</p><p>Edit: Actually I'm not so sure about the above statement anymore.</p>

Yimway
09-08-2011, 02:52 PM
<p><cite>Karimonster wrote:</cite></p><blockquote><p><cite>feldon30 wrote:</cite></p><blockquote>Considering level 70-80 gear is now dripping with Crit Mit, this is an odd change at such a late date.</blockquote><p>This is what's confusing me also.</p><p>With the reitemization, there's not really a crit mit issue any longer. So why change this now? It just makes no sense.</p></blockquote><p>Sony's Right hand not talking to their Left hand?</p><p>So unlike sony...</p><p>And yes, my new level 90 toon wearing a spattering of crafted gear and drops from RoK dungeons has 95 CM, so Its hard to see why this was needed after the itemization.</p>

Gilasil
09-08-2011, 03:05 PM
<p>Maybe it has to do with SoE suddenly realizing it's bad for the game if one stat completely overshadows.  A bit late but better late then never.  There have certainly been enough threads on the subject.</p><p>It would probably be better for the game if players really did have to think hard about balancing stats for most effectiveness and for there to be no one right way to go.</p><p>But I agree with some people here; it's so freaking easy to solo get 95ish Crit Mit in DoV it's hard to believe they're doing it just to let more people in.</p>