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View Full Version : Removing critical chance from items below 80


Silverzx
09-08-2011, 12:47 AM
<p>i read that in the update notes for thursday september 8th.  please, just don't do it.  The ONLY reason why the reitemization of lower tier items were nice was because of crit chance.  Remove that and you've just removed all the itemization upgrades.  Who cares about 30% crit bonus when your crit chance is 15%?</p>

guillero
09-08-2011, 05:31 AM
<p>I already said my thing in the topic in General Discussion!</p><p>This dev team has now effectively shown they lost their minds completely, are totally clueless and no idea what they are doing to this game!</p><p>It's like a giant bulldozer raging over the pre-85 game ...wrecking and destroying everything on it's path!</p><p>This change is gonna hurt hybrid / low DPS classes a lot! It becomes a total borefest playing those, with the removal of any crit chance we had!</p><p>On all my lower level chars I never ever had more than 15-20ish crit chance! Ever!  I totally fail to see the point for yet again another JERK change like this!</p><p>Especially my Paladin becomes a total borefest to play! First our crit chance on heals was nerfed away completely! Now we gonna lose crit chance on our low DPS as well?</p><p>My warden will become a total borefest as well. It's melee specced and relying mostly on auto attack and crit chance!</p><p>But hey! I guess this is what you get when you do not have a QA team, don't listen to your testers on this test server, devs who clearly do not play the game themselves!</p>

Nijia
09-08-2011, 08:01 AM
<p>A Crit Chance of 15% is <em>significant</em>. Thus, having Crit Bonus is still useful.</p><p>While it may have been better to ramp the Crit Chance smoothly from lower tiers to endgame, something had to be done.</p><p>Without a readjustment of Crit Chance all the non heroic and heroic mobs in outdoor areas became completely trivial.</p><p>What I would have done is:</p><p>* Make the "entry level" for Crit Chance at level 60 or so.</p><p>* Ramp it up smoothly, eg. 30-40% at level 70, up to 60% at level 80...</p><p>My 75 Dirge crits pretty much all the time, with two weapons equipped she's sitting at 90% Crit Chance. What's the meaning of a critical when it becomes the default auto attack damage at level 70 ?</p><p>Also think about our AA's: my Dirge's AA that gives group wide 7.5% Critical Chance had lost its meaning. Who cares when a level 70 sword or neck piece has 10.5 to 11% Crit Chance on it?</p><p>With AA, Adorns, and a much more reasonable Crit Chance bonus on low tier items, the 1-80 game will be better off.</p><p><span style="color: #ffcc99;">The other thread is in General Discussion :</span></p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=506530" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=506530</a></p>

Nijia
09-08-2011, 08:09 AM
<p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p>Especially my Paladin becomes a total borefest to play! First our crit chance on heals was nerfed away completely! Now we gonna lose crit chance on our low DPS as well?</p><p>My warden will become a total borefest as well. It's melee specced and relying mostly on auto attack and crit chance!</p></blockquote><p>So I take it you couldn't enjoy your characters at all before GU61?</p><p>Of course that makes no sense, they're (heavy handedly) addressing balance problems that came with GU61.</p><p>For me, it's the questing and non- endgame that has become a borefest when every outdoor zone mob dies with 1 combat art (+autoattack, porcs from AAs, and procs from items, and ALL of them crit >_> ).</p><p>Put it this way: before GU61 I used to read guides, learn my skills and try to find interesting macros and chain spells in the right order.</p><p>Since GU61 , my Dirge levelled from ~60 to 75 .. I haven't looked at any strategy or making new macros. There's just no use, both solo and group in old dungeons.</p><p>Only in the revamped Silent City and Palace of Sabaron I felt like my debuffs were actually useful.</p>

Kizee
09-08-2011, 09:14 AM
<p>Quit making these heavy handed changes. I am sooooo tired of these sledge hammer afterthought changes...I have been putting up with them since the game came out and I am pretty much at my breaking point for hitting the cancel button for good.</p><p>All you need to do is scale it back some...not completely remove it. There were select items below 80 that had crit chance on them before the reitemization.</p><p>Also, I wish you guys would make up your minds on if you want people to level quickly and easily in the lower levels so the new people can get to the endgame where the groups are. Alot of the stuff that has been happening (a lot of exp bonuses, reitemization of the lower levels to be more powerful, nerfing of 99% of the overland mobs to solo mobs ect.) that seems like you do want people to have an easier time with the lower levels. Why do all this work redoing all the lower end gear with pot, cb and take away crit chance wich will basicly make cb useless.</p><p>Please don't do this.</p>

Nidrew
09-08-2011, 10:03 AM
<p><cite>Hissyfit@Oasis wrote:</cite></p><blockquote><p>All you need to do is scale it back some...not completely remove it. There were select items below 80 that had crit chance on them before the reitemization.</p></blockquote><p>I came to protest the change..but I'll take hissyfits stance on the issue.</p>

Kizee
09-08-2011, 10:28 AM
<p>They need to merge the threads. there is one in items, gameplay and test. >.<</p><p>And please don't go through with this. I was having a blast on my lower level alts that I never played.</p>

katalmach
09-08-2011, 10:42 AM
<p><cite>Nijia@Vox wrote:</cite></p><blockquote><p><cite></cite></p><p>So I take it you couldn't enjoy your characters at all before GU61?</p></blockquote><p>Actually, for me, all the crit my level 50 Shadowknight had from items she had before GU61. Her crit mainly came from Portal events items (which I had saved up for her) and such items, which had crit long before GU61.  And now she's going to lose stats she had just because SOE went way overboard with their revamp on other items? Not fair and definitely not fun.</p>

smokedout
09-08-2011, 11:04 AM
<p>Haven't had this much fun on my lower level chrts in along time, primarily lower 50's. Crit chance pushing 70% is awesome, i can do what i wanna do and not spend hours lookin for a group!</p>

x82nd77
09-08-2011, 11:50 AM
<p>It is like everytime they switch a dev they come in and not only have to change their office around, but change every single thing in the game around so it matches what they think it should be. This is reguardless if it has worked for years and the player base is used to it.</p><p>Sadly most of the devs seem to <opposite of blow> and they have to replace them every year so we go through this constantly.</p>

Silverzx
09-08-2011, 12:29 PM
<p><cite>Nijia@Vox wrote:</cite></p><blockquote><p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p>Especially my Paladin becomes a total borefest to play! First our crit chance on heals was nerfed away completely! Now we gonna lose crit chance on our low DPS as well?</p><p>My warden will become a total borefest as well. It's melee specced and relying mostly on auto attack and crit chance!</p></blockquote><p>So I take it you couldn't enjoy your characters at all before GU61?</p><p>Of course that makes no sense, they're (heavy handedly) addressing balance problems that came with GU61.</p><p>For me, it's the questing and non- endgame that has become a borefest when every outdoor zone mob dies with 1 combat art (+autoattack, porcs from AAs, and procs from items, and ALL of them crit >_> ).</p><p>Put it this way: before GU61 I used to read guides, learn my skills and try to find interesting macros and chain spells in the right order.</p><p>Since GU61 , my Dirge levelled from ~60 to 75 .. I haven't looked at any strategy or making new macros. There's just no use, both solo and group in old dungeons.</p><p>Only in the revamped Silent City and Palace of Sabaron I felt like my debuffs were actually useful.</p></blockquote><p>my characters before GU 61 had more crit than they do now.  this change is simply ridiculous.  what about those of us that have to 2-3 man dungeons without help from mentored 90s?  getting a full group is impossible these days.  if a 90 can solo or duo old t9 dungeons, why can't 50s solo or duo old t6 dungeons?  Those outland zones were revamped and supposed to be trivial, you could be naked and they would be trivial.  stop balancing stuff around solo content.</p>

Valentina
09-08-2011, 01:00 PM
I am rather confused... first, the new itemization effectively ignores haste and in-combat power regen, which are significant effects for the sub-80 crowd. But that's okay... because the crit chance boost sort of makes up for that. Except now that's gone too? But hey! That item has .1 more crit bonus than that item, so the power curve still makes total sense....! Just stop. You have no idea what you're doing with itemization. That has become so obvious. Get someone in that has a clue, have them fix this current cluster with something other than a badly written script, and see if maybe, just maybe, you can keep this game from completing its nosedive into the toilet.

guillero
09-08-2011, 01:31 PM
<p><cite>Valentina@Butcherblock wrote:</cite></p><blockquote>I am rather confused... first, the new itemization effectively ignores haste and in-combat power regen, which are significant effects for the sub-80 crowd. But that's okay... because the crit chance boost sort of makes up for that. Except now that's gone too? But hey! That item has .1 more crit bonus than that item, so the power curve still makes total sense....! Just stop. You have no idea what you're doing with itemization. That has become so obvious. Get someone in that has a clue, have them fix this current cluster with something other than a badly written script, and see if maybe, just maybe, you can keep this game from completing its nosedive into the toilet.</blockquote><p>It's already too late to stop this nosedive. There is no turning back anymore.</p><p>They messed up so badly. And now they continue doing one moronic sweeping change after the other!</p><p>Like I said before. I am glad we canceled our subs. At least these clueless devs have definitely cured me from my favorite addiction! Our desire to play this game has been instantly diminished over the last 2 weeks.</p>

Felshades
09-08-2011, 01:38 PM
<p><cite>Nijia@Vox wrote:</cite></p><blockquote><p>A Crit Chance of 15% is <em>significant</em>. Thus, having Crit Bonus is still useful.</p><p>While it may have been better to ramp the Crit Chance smoothly from lower tiers to endgame, something had to be done.</p><p>Without a readjustment of Crit Chance all the non heroic and heroic mobs in outdoor areas became completely trivial.</p><p>What I would have done is:</p><p>* Make the "entry level" for Crit Chance at level 60 or so.</p><p>* Ramp it up smoothly, eg. 30-40% at level 70, up to 60% at level 80...</p><p>My 75 Dirge crits pretty much all the time, with two weapons equipped she's sitting at 90% Crit Chance. What's the meaning of a critical when it becomes the default auto attack damage at level 70 ?</p><p>Also think about our AA's: my Dirge's AA that gives group wide 7.5% Critical Chance had lost its meaning. Who cares when a level 70 sword or neck piece has 10.5 to 11% Crit Chance on it?</p><p>With AA, Adorns, and a much more reasonable Crit Chance bonus on low tier items, the 1-80 game will be better off.</p><p><span style="color: #ffcc99;">The other thread is in General Discussion :</span></p><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=506530" target="_blank">http://forums.station.sony.com/eq2/...topic_id=506530</a></p></blockquote><p>My 50 sk crits never. and yet I have 23% crit bonus. That affects NOTHING.</p>

x82nd77
09-08-2011, 01:44 PM
<p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p>Like I said before. I am glad we canceled our subs. At least these clueless devs have definitely cured me from my favorite addiction! Our desire to play this game has been instantly diminished over the last 2 weeks.</p></blockquote><p>I hate to admit it but I am heading this direction.  I love this game and have been here since launch but the lack of leadership and direction is getting to me.  All the snap changes that have no forethought to them and are sweeping have <opposite of blew> the fun out of things.  As a soloer and level locker I keep seeing changes made that alienate me and I am tired of it. It is damned near impossible to get a group at the lower levels unless you have some 90 SK mentor you and mass slaughter, that is  not how this game was made to be played. I can't get groups, fine... give me a little power to be able to solo all of the quests in the lower levels.  You took my shadow tree from me, you took my ability mods, and all the other unique stats from my gear only to give me crit... great, I can work with that... now you take away crits as well?  Don't pee on me and not have the curtisey to say it is rain.</p>

Labruja
09-08-2011, 02:31 PM
<p><cite>x82nd77 wrote:</cite></p><blockquote><p><cite>Jerokane@Antonia Bayle wrote:</cite></p><blockquote><p>Like I said before. I am glad we canceled our subs. At least these clueless devs have definitely cured me from my favorite addiction! Our desire to play this game has been instantly diminished over the last 2 weeks.</p></blockquote><p>I hate to admit it but I am heading this direction.  I love this game and have been here since launch but the lack of leadership and direction is getting to me.  All the snap changes that have no forethought to them and are sweeping have the fun out of things.  As a soloer and level locker I keep seeing changes made that alienate me and I am tired of it. It is damned near impossible to get a group at the lower levels unless you have some 90 SK mentor you and mass slaughter, that is  not how this game was made to be played. I can't get groups, fine... give me a little power to be able to solo all of the quests in the lower levels.  You took my shadow tree from me, you took my ability mods, and all the other unique stats from my gear only to give me crit... great, I can work with that... now you take away crits as well? <strong> Don't pee on me and not have the curtisey to say it is rain.</strong></p></blockquote><p>I think I love you....</p>

Ginfress02
09-08-2011, 02:42 PM
<p>Didn't Smokejumper promise there would be more communication with the test-community. Where is the communication you promised a few weeks ago mister Smokejumper?</p>

guillero
09-08-2011, 03:36 PM
<p><cite>Ginfress02 wrote:</cite></p><blockquote><p>Didn't <strong><span style="font-size: small;">Smoke</span></strong>jumper promise there would be more communication with the test-community. Where is the communication you promised a few weeks ago mister <strong><span style="font-size: small;">Smoke</span></strong>jumper?</p></blockquote><p>I just highlighted it for you. There is your answer.</p>

DuneWarrior
09-08-2011, 05:46 PM
<p><cite>Ginfress02 wrote:</cite></p><blockquote><p>Didn't Smokejumper promise there would be more communication with the test-community. Where is the communication you promised a few weeks ago mister Smokejumper?</p></blockquote><p>There is a reason he is nicknamed Smokeblower ...</p>

Silius
09-08-2011, 06:17 PM
<p>Sorry guys this is an unintended change. These will be back to their old selves next week.</p>

Kosh
09-08-2011, 06:35 PM
<p>Unintended changes are being listed in the update notes now?</p>

Xalmat
09-08-2011, 06:53 PM
<p><cite>Silius wrote:</cite></p><blockquote><p>Sorry guys this is an unintended change. These will be back to their old selves next week.</p></blockquote><p><cite>Kosh@Blackburrow wrote:</cite></p><blockquote><p>Unintended changes are being listed in the update notes now?</p></blockquote><p>I'm just as baffled as you are.</p>

infa
09-08-2011, 07:01 PM
<p><cite>Kosh@Blackburrow wrote:</cite></p><blockquote><p>Unintended changes are being listed in the update notes now?</p></blockquote><p>lol... my thought also</p>

Silverzx
09-08-2011, 07:22 PM
<p><cite>Silius wrote:</cite></p><blockquote><p>Sorry guys this is an unintended change. These will be back to their old selves next week.</p></blockquote><p>does it really take a week to reverse the changes?  you made the changes within a day.  is it that hard to reverse it within a day?</p>

Syndarin
09-08-2011, 07:41 PM
<p><cite>Kosh@Blackburrow wrote:</cite></p><blockquote><p>Unintended changes are being listed in the update notes now?</p></blockquote><p>Herp Derp.</p>

Russel
09-08-2011, 07:45 PM
<p>well would you prefer they not tell us of such a big change?</p>

guillero
09-09-2011, 09:00 AM
<p><cite>Kosh@Blackburrow wrote:</cite></p><blockquote><p>Unintended changes are being listed in the update notes now?</p></blockquote><p>It's their way of saying that they screwed up, didn't expec this kind of backlash (yeah right) and reverting this idiotic blanket sweeping change.</p><p>I hope they wake up now and think at least 3-4 times through before pushing a change to live from now on! /facepalm</p><p>This is not how you treat a live PAID service and it's customers!</p>

Deneir_Allaston
09-09-2011, 10:19 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>Sorry guys this is an unintended change. These will be back to their old selves next week.</p></blockquote><p>I am guessing you are refering to <strong><em>ALL</em></strong> items effected by this last hotfix, not just some.</p><p>The power curve on Critical Chance on the way to 90 was actually finally starting to make sense when you consider the addition of Critical Bonus on items and the progression of item power leading up to Velious... then you do this update?</p><p>Having ALL Critical Chance progression in the game crammed into the span of 10 levels is completely absurd and makes no sense at all. Seeing characters go from 18-25% Critical Chance to 150%+ in <em>only</em> 10 levels is just rediculous. I hope the "removal of critical chance on items below 80" change and all the other items broken by this hotfix are reverted/fixed as soon as possible.</p>

DuneWarrior
09-09-2011, 10:40 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>Sorry guys this is an unintended change. These will be back to their old selves next week.</p></blockquote><p>I win!! i told you it was an intern updating the database using Scriptbot 5000!!!!</p><p>I also told you that their QA was a myht like nessie...</p><p>Strangely enough ... this intern actually KNEW how to update their bug Database with a resolution ...</p><p>Okay, enough with the a$$hattery... seriously Silius, hotfix it... roll the itemDB back and get it overwith, then redo the work that was ACTUALLY DONE right ... if any</p>

Controlor
09-09-2011, 03:57 PM
<p>The only issue i have with removing CC from EVERY item under level 80 is that before GU 61 there were plenty of items with CC already (look at EoF stuff) though minimal amounts it still had it before GU 61. And no amount of pot or bonus added to pre 80 items really off set that fact.</p>

Silius
09-09-2011, 04:12 PM
<p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p>

DuneWarrior
09-09-2011, 04:23 PM
<p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>Can you clarify... you previously specifically stated that it was all a mistake.. i take it that wasnt true?</p><p>Besides i highly doubt - no offense - that the outage was the cause of the lack of communication, mostly because ... well the outage hit AFTER 2PM and while i do understand the culture of development etc (being that i work in said culture) i find it highly suspeciious that none of you could post ANYTHING except "its abug, we will fix it"</p><p>Edit: Mixed up my devs <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> would think i knew who was who from 7 years in eq2 and vanguard (not 7 but.. since launch)</p>

Valentina
09-09-2011, 04:58 PM
<p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>No offense, but I'm not going to hold my breath waiting, with the knowledge that the intention (and implementation) will no doubt change another 5-10 times before you guys end up with something you think is "right" (at which time the playerbase will again have to point out all the bugs in said implementation).</p>

DuneWarrior
09-09-2011, 05:00 PM
<p><cite>Valentina@Butcherblock wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>No offense, but I'm not going to hold my breath waiting, with the knowledge that the intention (and implementation) will no doubt change another 5-10 times before you guys end up with something you think is "right" (at which time the playerbase will again have to point out all the bugs in said implementation).</p></blockquote><p>By playerbase you mean all 5?</p><p>Sorry ill get serious now</p>

x82nd77
09-09-2011, 05:14 PM
<p>You all really don't have a clue what you're doing, do you?</p>

Kosh
09-09-2011, 08:13 PM
<p><cite>x82nd77 wrote:</cite></p><blockquote><p>You all really don't have a clue what you're doing, do you?</p></blockquote><p>It's beyond sad.</p><p>So now they're making adjustments to the unintended changes that were being put back to normal next week?</p>

Syndarin
09-09-2011, 08:56 PM
<p><cite>x82nd77 wrote:</cite></p><blockquote><p>You all really don't have a clue what you're doing, do you?</p></blockquote><p>This. Silius has <strong>officially</strong> ruined EQ2.GRATS.</p>

Xalmat
09-09-2011, 10:46 PM
<p><cite>Silius wrote:</cite></p><blockquote><p> We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week.</p></blockquote><p>This is a reasonable compromise.</p>

Silverzx
09-10-2011, 01:11 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>change it back to 50, thats how it originally was after GU 61.</p>

Silverzx
09-10-2011, 01:50 AM
<p><cite>Kosh@Blackburrow wrote:</cite></p><blockquote><p><cite>x82nd77 wrote:</cite></p><blockquote><p>You all really don't have a clue what you're doing, do you?</p></blockquote><p>It's beyond sad.</p><p>So now they're making adjustments to the unintended changes that were being put back to normal next week?</p></blockquote><p>seriously, if it was unintended, just roll back the changes.  there wasn't anything wrong with it except the few items that changed class stats...but most of it was good.  crit chance didn't even exist in every slot to begin with.</p>

Ilovecows
09-10-2011, 01:55 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>I'm curious, did you guys not have generators?</p>

Flamewi
09-10-2011, 02:21 AM
<p><cite>Steppen@Nagafen wrote:</cite></p><blockquote><p>I'm curious, did you guys not have generators?</p></blockquote><p>Generators cost money which is something SOE is rapidly running out of due to everyone leaving their game(s) like crazy because of all the management screwups over the last year or so.</p><p>Can't really fault them on that imo if they can't afford it.</p>

Gungo
09-10-2011, 04:18 AM
<p><cite>Steppen@Nagafen wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>I'm curious, did you guys not have generators?</p></blockquote><p>Are you seriously suggesting they spend hundreds of thousands of dollars to get/install commercial grade generators and the underground fuel tank needed to power an entire SERVER FARM. Do you realize how much voltage a generator would need to produce to run this server farm. This is not a home generator. Furthermore for something that will likely only happen once in a blue moon and for something as insignificant as a game for a few hours. This isnt even a hospital or some emergency service. Its beyond rediculous to even consider wasting money on this BS. And I am not even joking about the mid 6 figure range. A generator system that power something like a hospital which you would need for a server farm is honestly that much to install.</p>

Deneir_Allaston
09-10-2011, 08:06 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>You guys (<strong><span style="color: #ff0000;">Devs</span></strong>) should really consider starting the Critical Chance progression back up at <span style="text-decoration: underline;">level 50+</span> again but easing up the progression to the 80s a little smoother then it was before. The 30 character level spread ought to give you guys some good wiggle room especially when you consider item quality level spread (Handcrafted > Treasured > Mastercrafted > Legendary > Fabled) and what should be a slow more natural ramp up to the 100+ Critical Chance range which is par for the course in the 80+ game.</p><p>I think this also fits well within the current mechanics of the game and how they are playing out. The original game was 1-50, the major power increases to characters first started to come in the form of character level increases past 50, then AAs, and of course more powerful items gained from expansions going back as far as the Desert of Flames; because of this 50+ seems like a logical place to start seeing Critical Chance as a means of increasing character power come into play, even if only in relatively minor amounts.</p><p>This methodology also pairs up well with the opening up of the Shadows Tree for characters at 50; another hallmark of character power increasing and what may well be the half way point of leveling for the <em>entire game</em> (Im speculating here that the last actual level cap increase we may see could be 100 due to some of the talk from last Fan Faire).</p>

darwich
09-10-2011, 08:11 AM
<p><cite>Flamewing@Butcherblock wrote:</cite></p><blockquote><p><cite>Steppen@Nagafen wrote:</cite></p><blockquote><p>I'm curious, did you guys not have generators?</p></blockquote><p>Generators cost money which is something SOE is rapidly running out of due to everyone leaving their game(s) like crazy because of all the management screwups over the last year or so.</p><p>Can't really fault them on that imo if they can't afford it.</p></blockquote><p>Seriously this again?? The whole freaking area (multi state/country) was out, whether or not they had generators.. man i cant get over how people act... Seriously???</p>

Urfang
09-10-2011, 11:13 AM
<p>These make sense:</p><p>Silius:</p><p>"Sorry guys this is an unintended change. These will be back to their old selves next week."Kander:"This is a bug, should be resolved next patch, Tuesday I believe.""This is a bug, should be resolved ASAP.""I believe any of the changes that went in today are bugs, the items should be reverted to their state previous to today."</p><p>BUT, this makes no sense at all:</p><p>Silius:</p><p><span>"We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week".</span></p><p>What? First of all, are you sure what you are talking about? What do you mean with "crit removal" and what do you mean with "crit bearing slots". There are two concepts, critical mitigation and critical chance and they have absolutely nothing to do with each other. You already made the catastrophic error (of nearly same magnitude that only one man causing blackout to millions of people in San Diego area) of mistaking these 2 things with each other in this week's patch and also letting it affect over level 80 items like EOW and DOV rare named items as well. (so that was actually two mistakes).</p><p>Shouldn't you first correct the mistake of this week before making even more mistakes as Kander says?</p><p>"Any of the changes that went in today are bugs. All items should be reverted to their state previous to today"</p><p>Please, for the sake of not ruining the best game there is, EQ2, and so that the game wont lose all its players, do nothing, except revert all changes made this week for now!</p><p>Only after making the close save (it really is the last chance, and should really be done faster than next tuesday, but at the latest on tuesday), you can think of doing something else.</p><p>-----</p><p>Ok, assuming we are back to normal after next tuesday patch. Make sure that you are talking about critical MITIGATION when you said crit removal. Also, when people say just "crit" that usually means critical CHANCE. So correct the "<span>crit bearing slots" -> "ARMOR", because armor is usually the only thing that has critical mitigation. Don't touch critical CHANCE, except to revert them back. (There is too little critical chance in all new DOV items, for people to get the target 250 critical chance to run EOW, or 320+ for the planned new raid, so you should actually increase it a lot instead of lowering. Now people cannot effectively do even places like Temple of Rallos Zek, if their critical chance was dropped under 220 by this bug, and even less any Drunder instances. </span><span>But that is another topic, correct this catastrophy first). </span></p><p>Also, make sure, that the scripts meant for under level 80 3-stat items (like STR/AGI/STA or INT/WIS/STA) wont affect over level 80 items like EOW and DOV rare named items. Thats because it doesn matter so much if you screw up with the under level 80 items, but screwing up over level 80 items (like what happened this week) is a huge catastrophy, causing masses of people leaving game.</p><p>If you are not sure what you are doing, dont do it, or ask the testers what they think about it first, please. I dont want to see my favorite game ruined and thats why I bothered to write this, thank you.</p>

Felshades
09-10-2011, 11:31 AM
<p><cite>Nijia@Vox wrote:</cite></p><blockquote><p>A Crit Chance of 15% is <em>significant</em>. Thus, having Crit Bonus is still useful.</p><p>While it may have been better to ramp the Crit Chance smoothly from lower tiers to endgame, something had to be done.</p><p>Without a readjustment of Crit Chance all the non heroic and heroic mobs in outdoor areas became completely trivial.</p><p>What I would have done is:</p><p>* Make the "entry level" for Crit Chance at level 60 or so.</p><p>* Ramp it up smoothly, eg. 30-40% at level 70, up to 60% at level 80...</p><p>My 75 Dirge crits pretty much all the time, with two weapons equipped she's sitting at 90% Crit Chance. What's the meaning of a critical when it becomes the default auto attack damage at level 70 ?</p><p>Also think about our AA's: my Dirge's AA that gives group wide 7.5% Critical Chance had lost its meaning. Who cares when a level 70 sword or neck piece has 10.5 to 11% Crit Chance on it?</p><p>With AA, Adorns, and a much more reasonable Crit Chance bonus on low tier items, the 1-80 game will be better off.</p><p><span style="color: #ffcc99;">The other thread is in General Discussion :</span></p><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=506530" target="_blank">http://forums.station.sony.com/eq2/...topic_id=506530</a></p></blockquote><p>If you think DKTM has no meaning you obviously haven't gone up against mobs that have over 150% critical avoidance.</p><p>My dirge has 225% crit chance atm and I need MORE.</p>

Urfang
09-10-2011, 11:48 AM
<p>After seeing the huge mistake of this week, I think its best to point out:</p><p>When a mob has 150 critical avoidance, you NEED 250 critical chance in end game MINIMUM.</p><p>Furthermore, most high level instances have debuffs which nearly constantly debuff your crit chances a lot. If the mob has 150 critical avoidance and you have a debuff lowering your crit chance by 100, you need 350 CC ! (If you have under 250, you never crit at all and high level encounters have been created assuming people crit 95% of the time).</p><p>You should try and count how you could possibly get the 250+ critical chance from earlier heroic instances, so that you can do EOW (without raiding, as its a heroic instance itself). Its really hilarious that you need to have raid gear to enter a heroic instance, that has nothing useful for raiders. Currently, having 250 critical chance without raiding is absolutely impossible. Even the weapons from EOW itself had too little critical chance, even before this weeks catastrophy, meaning they are just transmute trash.</p>

Silverzx
09-11-2011, 11:01 PM
<p>who cares if we kill faster in the lower levels?  definitely not the people without 90s trying to level out of the lonely tiers!</p>

Alliciia
09-11-2011, 11:26 PM
<p>This is just removing all the crit that was just added correct?</p>

Khiah
09-12-2011, 12:26 AM
<p>Honestly what is the test servers for? These things were and should be done on test and the feedback the players that take their time to play and report should be read and changes applied before going live. I get things will get escaped and hotfixes needed but seriously.. ppl have replaced gear because of these changes so many times and its not just the plat they spend getting it and readorning everything but the time spent etc is getting frustrating. When I log on I wanna play not check all my gear to see if its for one there or two changed yet again.</p>

Silverzx
09-12-2011, 12:17 PM
<p><cite>Alliciia@Guk wrote:</cite></p><blockquote><p>This is just removing all the crit that was just added correct?</p></blockquote><p>no, it removed all crit chance from all items below 80, including the ones that had crit from long time ago</p>

d1anaw
09-12-2011, 12:40 PM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p><cite>Steppen@Nagafen wrote:</cite></p><blockquote><p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>I'm curious, did you guys not have generators?</p></blockquote><p>Are you seriously suggesting they spend hundreds of thousands of dollars to get/install commercial grade generators and the underground fuel tank needed to power an entire SERVER FARM. Do you realize how much voltage a generator would need to produce to run this server farm. This is not a home generator. Furthermore for something that will likely only happen once in a blue moon and for something as insignificant as a game for a few hours. This isnt even a hospital or some emergency service. Its beyond rediculous to even consider wasting money on this BS. And I am not even joking about the mid 6 figure range. A generator system that power something like a hospital which you would need for a server farm is honestly that much to install.</p></blockquote><p>Yes, this makes perfect sense, right? Because aftera all, having access to your GAME is right up there with making sure than hospitals have power to run the oxygen machines that keep people alive. Amazing how some minds work, isn't it?</p>

Deneir_Allaston
09-13-2011, 05:37 AM
<p><cite>Silius wrote:</cite></p><blockquote><p>Hey all,</p><p>Sorry for the late update but the outage hit us yesterday and I was unable to make this post. We are changing the crit removal to be a progression starting at 60 across the various crit bearing slots. You should see this next week. Once again sorry for the late update.</p></blockquote><p>So according to the current "Test Update Notes" we might be ending up with this:</p><p><strong><em>"Accessories should now start seeing crit starting with necks at 60 and cloak, waist, and charms at 70."</em></strong></p><p>So what the heck is actually going on with Critical Chance itemization now? The update notes that have already shown up in the "Game Update Notes" section posted by <strong><span style="color: #ff0000;">Bunji</span></strong> also dont even outline any Critical Chance changes for the 13th at all, Im hoping you guys realized how screwy the Critical Chance progression proposed by the Test Notes are and are holding off on it until you get it right.</p><p>Also, Im pretty sure most people understand "Crit bearing slots" to be any of the following slots based upon Velious itemization... <span style="text-decoration: underline;"><strong>Primary, Secondary, Ranged</strong></span> slots typically which have MOST of a players Critical Chance then you have <span style="text-decoration: underline;"><strong>Neck, Waist, Cloak,</strong> and <strong>Charm</strong></span> slots which have lesser but significant amounts of a players Critical Chance as well. I cant help but notice that the Primary, Secondary, or Ranged slots were not even mentioned in any of the Notes. I dont know how you guys can be so obtuse about these changes?</p><p>The progression you guys had before the Hotfix a couple of days ago that removed ALL Critical Chance below 80 had the progression across the various "Crit bearing slots" pretty close to right already.. then you decided to change it entirely? If you guys felt Critical Chance was too high inbetween the Tiers all you had to do was lower it across those slots as many have already suggested starting at level 50.</p><p>All you have to do to fix it is bring back Critical Chance starting at around level 50 and ramp it up slowly across ALL the Critical Chance bearing slots: <span style="text-decoration: underline;"><strong>Primary, Secondary, Ranged</strong>, and <strong>Neck, Waist, Cloak, Charms</strong></span>. If you do it this way at least itemization will make sense in the grander scope of the course of the <em>entire game</em> and you wont have a situation where a single item slot in a given Tier is holding ALL of a Characters Critical Chance hostage in the terms of equipment upgrades.</p>

Silverzx
09-13-2011, 01:00 PM
<p>what's going on? didn't you say that last week's "mistake" was going to be fixed this week?</p>

Fitz
09-13-2011, 01:08 PM
Deneir, take the arrogant tone out of your voice. The devs said they would fix critical chance. What they've done is reduce the critical chance at lower levels, and scaled it rapidly. It makes sense, since you have no need for crit at level 60, and it's just bonus dps. It increases when you actually need it. Thanks for the fix, devs. The critical chance buff on eow drops was also highly needed. Please debug the new conjuror AAs next.

Deneir_Allaston
09-13-2011, 01:56 PM
<p><cite>Fitz wrote:</cite></p><blockquote>Deneir, take the arrogant tone out of your voice. The devs said they would fix critical chance. What they've done is reduce the critical chance at lower levels, and scaled it rapidly. It makes sense, since you have no need for crit at level 60, and it's just bonus dps. It increases when you actually need it. Thanks for the fix, devs. The critical chance buff on eow drops was also highly needed. Please debug the new conjuror AAs next.</blockquote><p>Im being frank, but you can interpret my words any way you like. I genuinely do not care as it is my honest opinion.</p><p>I would also like to point out that "What they've done"... and I mean <em>actually done,</em> not say... hypothetically done in todays patch to "fix" Critical Chance, was absolutely nothing, Fitz.</p><p>Every item that was left without or with lower Critical Chance from 50, 60, 70, or 80 before todays patch is still completely <span style="text-decoration: underline;">unchanged</span> right now on Live. Theres nothing there to even be "scaled rapidly" because nothing was added, not even in the manner the Test Notes indicated across the varying "crit bearing slots" from Tier to Tier past 60... which is what my previous post was pointing out. Necklaces are not granting Critical Chance at 60, and neither are Cloaks or Belts between 70-80ish. Not to mention full sets of MC 82+ Armor are currently granting less Critical Chance then they were Pre-GU61 because of this and thats way past level 60 obviously.</p><p>So regardless of how you personally feel about my "tone" I think my opinion is entirely justified considering these issues were supposed to be fixed by the patch today.</p>

Silverzx
09-13-2011, 02:07 PM
<p><cite>Fitz wrote:</cite></p><blockquote>Deneir, take the arrogant tone out of your voice. The devs said they would fix critical chance. What they've done is reduce the critical chance at lower levels, and scaled it rapidly. It makes sense, since you have no need for crit at level 60, and it's just bonus dps. It increases when you actually need it. Thanks for the fix, devs. The critical chance buff on eow drops was also highly needed. Please debug the new conjuror AAs next.</blockquote><p>crit is needed at lower levels and definitely at 60 so they can continue to progress up to 90 where theres 40%+ crit on some items.  you don't really "need" to wear armor either for the solo content, but it would make sense to.</p>

Forge
09-13-2011, 04:36 PM
<p><cite>Fitz wrote:</cite></p><blockquote>Deneir, take the arrogant tone out of your voice. The devs said they would fix critical chance. What they've done is reduce the critical chance at lower levels, and scaled it rapidly. It makes sense, since you have no need for crit at level 60, and it's just bonus dps. It increases when you actually need it. Thanks for the fix, devs. The critical chance buff on eow drops was also highly needed. Please debug the new conjuror AAs next.</blockquote><p>Did you even log in to look at the crit changes? Nothin got done. This thread is about the missin crit on items below 80 not the missing crit on the eow stuff which was covered in another thread. The last dev to even talk about it said it was gonna be fixed by now so yeah I would also like to know whats up with the crit now myself seein as nothing has even been done about it and there aint been any dev post talking about what they even plan to do.</p>

Silverzx
09-13-2011, 11:38 PM
<p>well at this point, if nothing will be done, please just scrap all itemization changes.  the items before Gu 61 are better than they are now.  I'll live without that 1.4 crit bonus, thanks.</p>