View Full Version : Game Update 63: SKYSHRINE Launches April 17, 2012!
Ashlanne
03-13-2012, 02:13 PM
<p align="center"><img src="http://eq2players.station.sony.com/images/en/logos/destiny_of_velious/EQII_DOV_Logo_500.png" /></p> <p align="center"><a href="http://www.everquest2.com/images/en/features/2012/03/gu63/gu63.jpg"><img src="http://www.everquest2.com/images/en/features/2012/03/gu63/gu63_th.jpg" border="0" /></a></p> <p>The Destiny of Velious saga continues! Adventurers breach the barriers of the Withered Lands, seeking entrance to Skyshrine, the glorious, ancient dragon city!</p> <p>The great citadel of Skyshrine has long housed the Claws of Veeshan behind its massive walls and arcane protections. Now, the unthinkable has happened -- Skyshrine is under siege! Battle and befriend dragons and their wurmkin in the forbidden city of Dracur. Explore the past to unravel the mysterious events that transformed the formidable draconic city into a battlefield full of daunting challenges, terrifying foes and unimaginable treasures!</p> <p>Far below Skyshrine a different battle rages on. Once known as the Wakening Lands, a majestic valley touched by the Plane of Growth, today oddly overgrown and overrun by a sickly magic… and now known as the Withered Lands. This strange corruption has affected not only the land, but has touched and twisted many of the creatures that once thrived here, including the legendary caretakers of the forest. Now turned to a dark purpose, the caretakers cultivate the afflicted plants and animals. In the deepest regions of the creeping woods, chaotic storms drench the forest and singe the gnarled treetops, where an angry dragon flies menacingly overhead!</p> <p><em>Save the forest from corruption, aid the armies of Norrath in reaching Skyshrine, explore the intrigues of dragonkind and save their embattled city!</em></p> <h3>Destiny of Velious Content Updates Include: *</h3> <ul> <li> <p>Level cap raised to 92</p> </li> <li> <p>Withered Lands outdoor zone with over 100 quests and solo, small group, and raid content</p> </li> <li> <p>Play YOUR way in Skyshrine instances with solo, normal and challenge group modes</p> </li> <li>Experience endgame storyline events with Heroic Group and Raid instances</li> </ul> <ul> <li>Earn prestige class talents to build the power of your character</li> </ul> <ul> <li>All new tradeskill quests and items woven into the story arc</li> </ul> <ul> <li>New Drake mount</li> </ul> <h3>Age of Discovery Additions:**</h3> <ul> <li> <p>Poet’s Palace Dungeon Maker theme and items</p> </li> <li> <p>New Dungeon Maker adventurers</p> </li> <li> <p>Tradeskill apprentices with new recipes (one Elite!)</p> </li> <li>Elite mercenary</li> </ul> <ul> <li>New warders to tame for Beastlords</li> </ul> <p>*Requires Destiny of Velious expansion **Requires Age of Discovery expansion</p> <p>Coming to a Test Server near you by Thursday, March 15, 2012!</p>
Rainmare
03-13-2012, 02:50 PM
<p>no new heritage? darn it where is the NAture's Defender that SJ promised when Velious was first coming out? (I asked the question in one of the podcasts and he answered that it was going to be in game)</p><p>I have been looking forward to getting that sword back for at least a year now <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Geothe
03-13-2012, 02:55 PM
<p>Level cap to 92....</p><p>Just seems so odd and arbitrary.The goal to kind of, but not completely replace lvl 90 itemization?Or give the couple of extra levels to make HM drunder/PoW encounters a bit more do-able for the more general raid populace?</p>
Tempted
03-13-2012, 02:56 PM
<p>Level 92? that just seems...odd</p>
SOE-MOD-02
03-13-2012, 02:59 PM
This post has moved: <a href="/eq2/posts/preList.m?topic_id=499962&post_id=5730804" target="_blank" rel="nofollow">/eq2/posts/preList.m?topic_id=49996...post_id=5730804</a> Trolling is not permitted.
<p><cite>Tempted wrote:</cite></p><blockquote><p>Level 92? that just seems...odd</p></blockquote><p>that means ... 25 classes need to have 2 to 5 new spells/CA's created (or copied from 81-82) that are <strong><span style="text-decoration: underline;"><span style="color: #ff0000;">USEFULL</span></span></strong>. It also means that level cap incremants can be added in w/o full expansions, which is encouraging, but it certainly have effect on lv 90 grouping encounters. Whether that be positive or negative, I think it's too early to tell.</p><p>I will be very interested in hearing about those Prestige talents though.</p>
Wirewhisker
03-13-2012, 03:09 PM
<p>Answering the myriad points of uncertainty about the PSS.1 deal will go a great deal farther than this GU to settle the folks down.</p><p>Yet, it's nice to see that the GU is finally on its way.</p><p>Still, level 92? Odd number. But Lord Nagafen will be Orange finally!</p>
EQ_Irving
03-13-2012, 03:17 PM
<p>Level 92 is clearly aimed for end-game content. The current raid content is too difficult for most folks. Moving the cap to 92 makes the existing raid MOBs <span style="color: #ffff00;">yellow </span>epic instead of <span style="color: #ff9900;">orange </span>epic, which in a huge difference. It makes the raids that much more accessible to everyone.</p>
Wanic
03-13-2012, 03:18 PM
<p>So will we see another level cap increase in GU 64 when that releases?</p><p>Do we have new spells for 91 + 92 etc?</p>
Sethimothy
03-13-2012, 03:20 PM
<p><cite>Wirewhisker@Antonia Bayle wrote:</cite></p><blockquote><p>Still, level 92? Odd number</p></blockquote><p>Even, actually.</p>
naladini
03-13-2012, 03:21 PM
Aren't the 2's the level that new MC gear seems to be introduced? That, by itself makes it an interesting milestone. The good: its a nice incremental boost, without introducing the large grind fest folks gripe about with a 10 level boost. Probably a safe bet that future content pushes may help carry levels forward to a nice round number. The question: How well balanced will this be? In the scope of 10 levels of play, classes can be "reasonably balanced" with spells and abilities. However, its probably a safe bet you'll see some larger than normal griping from certain classes about what spells get upgraded at that 92nd level vs what would appear at 93,96, etc. Overall though, it seems like a really cool approach to try, and can keep more challenge with existing content than simply watching guilds grind 10 levels and then blow things away.
Bacci
03-13-2012, 03:23 PM
<p>I am glad to see content released soon.</p><p>So you plan to release this on the 15th on test and 2 days later it goes live, right?</p><p>This is not much time for testing and fixing!</p><p>I would rather like to see this 2 weeks on test minimum before it goes live.</p>
CoLD MeTaL
03-13-2012, 03:25 PM
<p>Did we lose Piestro already? O.o</p>
<p><cite>Bacci@Runnyeye wrote:</cite></p><blockquote><p>I am glad to see content released soon.</p><p>So you plan to release this on the 15th on test and 2 days later it goes live, right?</p><p>This is not much time for testing and fixing!</p><p>I would rather like to see this 2 weeks on test minimum before it goes live.</p></blockquote><p>Check your months: it's going on test by <em>March</em> 15th and scheduled to go live <em>April</em> 17th.</p><p>Guess we're going over to the EQ1 tiny cap raises style now. So many unanswered questions though...</p>
Banditman
03-13-2012, 03:26 PM
<p>L92 has nothing to do with current stuff being too hard. 2 levels will NOT change the current orange raid mobs to yellow.</p><p>What level 92 WILL do is change L100 raid mobs to orange. That's why L92 is going in.</p><p>It *also* allows them to do a gear reset to fix their RIDICULOUSLY broken itemization.</p>
Erevis_Cale
03-13-2012, 03:27 PM
<p><span style="font-size: 11px;"><strong><em>someone beat me to it ~</em></strong></span></p>
Leovinus
03-13-2012, 03:27 PM
<p><cite>Irving@Antonia Bayle wrote:</cite></p><blockquote><p>Level 92 is clearly aimed for end-game content. The current raid content is too difficult for most folks. Moving the cap to 92 makes the existing raid MOBs <span style="color: #ffff00;">yellow </span>epic instead of <span style="color: #ff9900;">orange </span>epic, which in a huge difference. It makes the raids that much more accessible to everyone.</p></blockquote><p>No, it won't. Yellow is +1 to +4. Current top tier raid mobs will still be +6. It should still make those encounters more doable, but who knows if they're even going to be worth doing with the new stuff. Depends on how they expect progression to go and how the new stuff is balanced and itemized.</p>
Bacci
03-13-2012, 03:28 PM
<p><cite>Barx@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Bacci@Runnyeye wrote:</cite></p><blockquote><p>I am glad to see content released soon.</p><p>So you plan to release this on the 15th on test and 2 days later it goes live, right?</p><p>This is not much time for testing and fixing!</p><p>I would rather like to see this 2 weeks on test minimum before it goes live.</p></blockquote><p>Check your months: it's going on test by <em>March</em> 15th and scheduled to go live <em>April</em> 17th.</p><p>Guess we're going over to the EQ1 tiny cap raises style now. So many unanswered questions though...</p></blockquote><p>Oh lol. Thx for this. I overread it. Now i feel better <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Oadin
03-13-2012, 03:28 PM
<p>nice good to see new content being released</p><p>2 more levels interesting</p><p>hope get more info on features coming with skyshrine ..</p>
Landiin
03-13-2012, 03:34 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>The bonus is for every <strong>L90</strong> you have, up to ten of them. With going past 90 to 92, will that negate that bonus? Or will the bonus still be in place? I'd think the bonus would still be in place, however, I am not assuming.</p></blockquote><p>If it goes like it has in the past, you'll now have to be level 92 to get the bonus. As the bonus if for every <strong><em><span style="font-size: small;">MAX</span></em></strong> level character you have up to 10 characters.</p>
vexrm
03-13-2012, 03:41 PM
<p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p>Did we lose Piestro already? O.o</p></blockquote><p>I scared him away. Poor guy.</p><p>Anyway, I feel like I'm at a basketball game but instead of Defense it's Details I'm chanting. Would love to hear about these new AA thingies that aren't AA. Would love to hear about the spell plan because I just looked at my 81 and 82 spells and only one of them is impressive or interesting. Would love to hear more about anything on that list.</p><p>Having said that I expect I'll have to go to test to see this. That's how it's been in the past.</p>
Cyliena
03-13-2012, 03:42 PM
<p>Are crafting and guild levels also being increased to 92 or just adventuring? Any AA cap increases?</p>
irish
03-13-2012, 03:44 PM
<p>Don't know if intended or not,but theres a different skyshrine pic if you click on the one in article.</p>
Chronus1
03-13-2012, 03:45 PM
<p>I am intrigued. I wonder where the raid content will be placed in terms of dicciulty and quality of drops. Making the gear better than or on par with hardmode drunder is required to make raid guilds do the raids but could see outcry if they are much easier. I really hope this has been thought of and planned ahead.</p><p>New stuff is good, just 2 levels means I could take the time in seb and be really quick about it. Will the previous stuff be fixed though or will this content replace it?</p>
Xianthia
03-13-2012, 03:49 PM
<p>NVM just saw someone else posted about the date <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
<p>All this stuff seems, at best, odd.</p><p>And there is a lot of unanswered questions about PSS.1 deal...</p><p>Come on SoE, you can do alot better. Or at least you used to...</p>
Siodenne
03-13-2012, 04:03 PM
<p>Time to get on test this week. I'm wondering what the elite mercenary does since I play odd hours and find myself soloing alot.</p>
Calthine
03-13-2012, 04:03 PM
<p><cite>Tempted wrote:</cite></p><blockquote><p>Level 92? that just seems...odd</p></blockquote><p>Beat me to it. Different for this game, that's for sure.</p>
<p><cite>Calthine wrote:</cite></p><blockquote><p><cite>Tempted wrote:</cite></p><blockquote><p>Level 92? that just seems...odd</p></blockquote><p>Beat me to it. Different for this game, that's for sure.</p></blockquote><p>It's a guess, but what happens in the Trade Skill recipe world every x2 levels?? ie, 22, 32, 42, etc...</p><li>All new tradeskill quests and items woven into the story arc </li>
Avacii
03-13-2012, 04:07 PM
<p>Will non-Beastlords be able to enjoy this new content with mythical weapons in their hands or will these continue to be privilege of Beastlords?</p><p>Will mages and healers be able to enjoy this new content in Drunder gear or will they continue to suffer a lower chance of a drop that fighters and scouts?</p>
Geothe
03-13-2012, 04:08 PM
<p><cite>Avacii@Splitpaw wrote:</cite></p><blockquote><p>Will non-Beastlords be able to enjoy this new content with mythical weapons in their hands or will these continue to be privilege of Beastlords?</p><p>Will mages and healers be able to enjoy this new content in Drunder gear or will they continue to suffer a lower chance of a drop that fighters and scouts?</p></blockquote><p>NO and NO obviously, heh.</p>
Onorem
03-13-2012, 04:10 PM
<p>2 levels? There clearly must be other changes involved.</p><p>New quests all around? Great.</p><p>As far as dungeon maker updates go, I don't care until I play my own characters.</p><p>Updated TS apprentices have potential. Meh on merc and warders.</p>
Delethen
03-13-2012, 04:10 PM
<p>Having read through that it's nice to see that the long promised pvp update appears to be residing next to the leprechaun and pot of gold at the end of the rainbow.</p>
Calthine
03-13-2012, 04:18 PM
<p><cite>Toranx@Crushbone wrote:</cite></p><blockquote><p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>The bonus is for every <strong>L90</strong> you have, up to ten of them. With going past 90 to 92, will that negate that bonus? Or will the bonus still be in place? I'd think the bonus would still be in place, however, I am not assuming.</p></blockquote><p>If it goes like it has in the past, you'll now have to be level 92 to get the bonus. As the bonus if for every <strong><em><span style="font-size: small;">MAX</span></em></strong> level character you have up to 10 characters.</p></blockquote><p>Yep, last time the cap shifted so did the bonus. It at cap, not at a particular level.</p>
slippery
03-13-2012, 04:25 PM
<p><cite>Irving@Antonia Bayle wrote:</cite></p><blockquote><p>Level 92 is clearly aimed for end-game content. The current raid content is too difficult for most folks. Moving the cap to 92 makes the existing raid MOBs <span style="color: #ffff00;">yellow </span>epic instead of <span style="color: #ff9900;">orange </span>epic, which in a huge difference. It makes the raids that much more accessible to everyone.</p></blockquote><p>I keep seeing people say this, and no it doesn't. Current raid mobs will still be orange, and you won't notice a difference. </p>
Raknid
03-13-2012, 04:25 PM
<p>I bet the way they are going to get around the spell viability/equality issue is:</p><li>Earn prestige class talents to build the power of your character </li><p>You will probably get these instead.</p><p>And if that happens, it probably means the days of "regular" 10 level expansions are over.</p>
jjlo69
03-13-2012, 04:29 PM
<p>level 92 only weird unless your a weaponsmith or a armorsmith and with the increase are we gonna see a new ammo</p>
SOE-MOD-02
03-13-2012, 04:30 PM
This post has moved: <a href="/eq2/posts/preList.m?topic_id=499962&post_id=5730881" target="_blank" rel="nofollow">/eq2/posts/preList.m?topic_id=49996...post_id=5730881</a> Removed for trolling.
Tarna
03-13-2012, 04:30 PM
<p>I cant believe they are going to raise the level cap by only 2 levels. Makes me nervous that they may charge for this update. remember.. Content updates will be free unless they are accompanied by a level/aa increase.. The last one was bad enough with only a 20aa increase but now only 2 levels. Starting to get really tired of being ripped off if they do.</p><p>How about they actually fix all the bugs in the very long list of bugs before releasing and charging for junk upgrades.</p>
MagicalMayham
03-13-2012, 04:32 PM
<p>So is this when the crit mit removal is going live?</p>
Onorem
03-13-2012, 04:36 PM
<p>OMG. I can't wait to grind to 92. All the fantastic new things these 2 levels will open up. (2 levels? Seriously?) Why mess with tiers and itemization for 2 levels? I do assume that there is some new itemization that is also coming along with it.</p><p>__EDIT__</p><p>The announcement is too bland. Give us specifics. We've been waiting too long for generic crap announcements.</p><p>__EDIT2__</p><p>New warders? Seriously? OP class gets even more attention...? How many AoD subs are you short that you need to give BLs even more attention?</p>
Feneant
03-13-2012, 04:39 PM
<p>Nice update, looking forward to every part of it... I for one like the small level cap increases as it prolongs the experience of new content instead of getting 10 new levels the first week it's out.</p>
Gravy
03-13-2012, 04:46 PM
<p><cite>Raknid wrote:</cite></p><blockquote><p>I bet the way they are going to get around the spell viability/equality issue is:</p><li>Earn prestige class talents to build the power of your character </li><p>You will probably get these instead.</p></blockquote><p>Yuup!</p><p>I don't think any new spells will be introduced.</p><p>To be honest, I'm not a fan of what I see. I hate levels in games. Now players with 6+ toons will be grinding out 2 quick levels. That's about a week or so of gameplay.</p><p>More ways to burn time IMO.</p>
yohann koldheart
03-13-2012, 04:46 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>Okay, yay, it's being released soon. I'm actually looking forward to this.</p><p><em>However</em>, one thing came to mind with the raising of level cap to 92: what will that do to vet bonuses for adventuring and crafting?</p><p>The bonus is for every <strong>L90</strong> you have, up to ten of them. With going past 90 to 92, will that negate that bonus? Or will the bonus still be in place? I'd think the bonus would still be in place, however, I am not assuming.</p><p>Thanks in advance.</p></blockquote><p>the vet bonus is for each toon at max level, after this update level 90 wont be the max level so no one will have a bonus. when your toons get to 92 your account will have the bonus again</p>
Jorden-AB
03-13-2012, 04:49 PM
<p><cite>Raknid wrote:</cite></p><blockquote><p>I bet the way they are going to get around the spell viability/equality issue is:</p><li>Earn prestige class talents to build the power of your character </li><p>You will probably get these instead.</p><p>And if that happens, it probably means the days of "regular" 10 level expansions are over.</p></blockquote><p>Of course the days of 10 increments are over, games like this are only designed to work to lvl 100. The programming involved is beyond retardedly hard to do past lvl 100.</p>
<p>Odd number for sure but at this stage in the game its better than nothing</p>
Onorem
03-13-2012, 04:52 PM
<p><cite>Uncle@Mistmoore wrote:</cite></p><blockquote><p>level 92 only weird unless your a weaponsmith or a armorsmith and with the increase are we gonna see a new ammo</p></blockquote><p>I am a weaponsmith...and that's been a pretty much useless profession since KoS was released. That lvl 92 exists doesn't change that.</p>
CleeGrahamx2099
03-13-2012, 04:52 PM
<p>I have never bothered with the Test server before but am kind of interested in this update with the talents and all. Is there a way I can take a character I currently have to test or do I have to start at level 1 and how do I even play on test? Thank you.</p>
Cyliena
03-13-2012, 04:58 PM
<p><cite>CleeGrahamx2099 wrote:</cite></p><blockquote><p>I have never bothered with the Test server before but am kind of interested in this update with the talents and all. Is there a way I can take a character I currently have to test or do I have to start at level 1 and how do I even play on test? Thank you.</p></blockquote><p>Do a /testcopy on the character and (usually) somewhere between a few hours to a day it'll be copied over to the Test Copy server. To get to that server change your LaunchPad version (upper left) to Public Test and patch it up.</p>
Jessikka
03-13-2012, 04:58 PM
<p>The only reason I think that it's set to 92, is that the things in Skyshrine are more than likely going to be level 100.... that's the thing they were probably aiming for. That for the first time we'll be able to really put a hurt on lvl 100 mobs. That's my thought on the matter.</p><p>Cause up until now, lvl 100 stuff was like the "invincible" #. Now it's time for some payback</p>
Piestro
03-13-2012, 05:00 PM
<p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p>Did we lose Piestro already? O.o</p></blockquote><p>Actually I was at a series of meetings to talk about EQ2, so Ashlanne graciously agreed to help me out and post this. Last week I was at GDC, so while I wrote some of the articles it was easier to have others post them rather than trying to remotely push them live. I've been reading the forums, but the Iphone is not the best device to post from. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>What I can say about the meetings I just attended is that we are working on better ways to get your feedback during the testing process, so that we can incorporate your feedback more efficiently into the tuning process. It's my first EQII GU so I had some suggestions and the team already had some ideas, we'll see how they work out and continue to refine the process.</p><p>I'm really excited by the details on this GU (it looks amazing) and can't wait to share them with you folks, what are some of the things you'd like to hear about first*?</p><p>*No promises we can get to any one item first, but we'll take it into consideration when releasing more information.</p><p>Thanks,</p>
Morgania434
03-13-2012, 05:00 PM
<p>Great! News finally!! and 2 days early <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Now, where is the healer gear at? What do we do with the crit mit gear from RW and SG? (No I don't raid, so the pq gear is the best I have). Is the Dragon mount a QUEST item or SC item? I am sure i missed it, but will ANYONE who has DOV get this content for free? Or will we have to "buy" it again? Will our EU friends get to play this content?</p><p>The BEST way to get our feedback is to read the posts posted under FEEDBACK FOR...*INSERT NAME HERE*.</p><p>What better way is there than that? it's not like we can conference call 1000+ people at once <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
CleeGrahamx2099
03-13-2012, 05:01 PM
<p>Thank you very much. So I assume I do /testcopy in game and then do I need an open character slot for this process or the test server has their own characters?</p>
Piestro
03-13-2012, 05:02 PM
<p><cite>Morgania434 wrote:</cite></p><blockquote> I am sure i missed it, but will ANYONE who has DOV get this content for free? Or will we have to "buy" it again? Will our EU friends get to play this content?</blockquote><p>Couple questions I can answer. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>This content is part of DoV, so it's included with that expansion.</p><p>And yes, they will. </p><p>Thanks,</p>
Piestro
03-13-2012, 05:03 PM
<p><cite>CleeGrahamx2099 wrote:</cite></p><blockquote><p>Thank you very much. So I assume I do /testcopy in game and then do I need an open character slot for this process or the test server has their own characters?</p></blockquote><p>We'll be posting instructions (or links to instructions) on how to access test.</p>
Onorem
03-13-2012, 05:05 PM
<p><cite>Piestro wrote:</cite></p><blockquote><p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p>Did we lose Piestro already? O.o</p></blockquote><p>Actually I was at a series of meetings to talk about EQ2, so Ashlanne graciously agreed to help me out and post this. Last week I was at GDC, so while I wrote some of the articles it was easier to have others post them rather than trying to remotely push them live. I've been reading the forums, but the Iphone is not the best device to post from. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>What I can say about the meetings I just attended is that we are working on better ways to get your feedback during the testing process, so that we can incorporate your feedback more efficiently into the tuning process. It's my first EQII GU so I had some suggestions and the team already had some ideas, we'll see how they work out and continue to refine the process.</p><p>I'm really excited by the details on this GU (it looks amazing) and can't wait to share them with you folks, what are some of the things you'd like to hear about first*?</p><p>*No promises we can get to any one item first, but we'll take it into consideration when releasing more information.</p><p>Thanks,</p></blockquote><p>It's very nice to see you back. It was very disappointing to have a week+ of full on silence with everything that's going on. Maybe you should ask for something more than an iphone if your job is to communicate with the community...especially during volatile times.</p>
Hirofortis
03-13-2012, 05:05 PM
<p>ok, so I see some very intriging things, but one question is standing out BIG time. What about Crit mit. Is this going away with GU63?</p>
CleeGrahamx2099
03-13-2012, 05:07 PM
<p>Class talents is what I am really interested in. What exactly are they going to be and how to obtain them and all that. Seems like a cool new idea = D</p>
Morgania434
03-13-2012, 05:07 PM
OOH! That was quick!! Thank you for the clarification Piestro! Please see my ammended post up top for the 2nd part <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I am at work and taking calls so about 4 posts went in while i was working haha.
Jrral
03-13-2012, 05:13 PM
<p><cite>Calthine wrote:</cite></p><blockquote><p><cite>Tempted wrote:</cite></p><blockquote><p>Level 92? that just seems...odd</p></blockquote><p>Beat me to it. Different for this game, that's for sure.</p></blockquote><p>It's probably for the Withered Lands zone. The top end of EW already has level 92 mobs in it, IIRC. To make WL a step up it'd be a choice between populating it with triple-ups or bumping the mobs up in level, so they did the 2-level cap increase to let them bump up to 93-94 mobs in WL and still have them just yellow to an at-cap player (just like the top end of EW is just yellow to an at-cap player now).</p><p>My bet is no new crafted gear here, and no new adornments. I'm even iffy on spell/CA upgrades. I'll have to see how things look on Test when this comes out there. I'd especially bet against any major itemization reset. What isn't addressed by reforging would require undoing the stat consolidation, and I don't see them doing that major a rework of game mechanics.</p>
<p><cite>Piestro wrote:</cite></p><blockquote><p>I'm really excited by the details on this GU (it looks amazing) and can't wait to share them with you folks, what are some of the things you'd like to hear about first*?</p><p>*No promises we can get to any one item first, but we'll take it into consideration when releasing more information.</p><p>Thanks,</p></blockquote><p>Will there be spells & Ca's added to the level 91 & 92 tiers and if so will they be copies from the level 81 & 82 tiers as has been the past practice and if not is that Talent thingy suppose to be the new format for character abilities / advancement??</p><p>Also, Will All Gear from DOV be <strong>unattuned</strong> <span style="text-decoration: underline;"><em>and</em></span> <strong>unadorned</strong> when the CM is finally removed due to the efforts and costs of that gear where the designed hitpoint replacement adorment is extremely unpopular and precieved as trading one unwanted stat for another unwanted stat...?</p>
ratbast
03-13-2012, 05:18 PM
<p><cite>Piestro wrote:</cite></p><blockquote><p><cite>Morgania434 wrote:</cite></p><blockquote> I am sure i missed it, but will ANYONE who has DOV get this content for free? Or will we have to "buy" it again? Will our EU friends get to play this content?</blockquote><p>Couple questions I can answer. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>This content is part of DoV, so it's included with that expansion.</p><p>And yes, they will. </p><p>Thanks,</p></blockquote><p>my take from the announcement was that each expansion (DoV and AoD) received some free content tied directly to having that expac.</p><p>having dov wont let you get tradeskill apprentice elite recipes if im not mistaken.</p>
Jrral
03-13-2012, 05:25 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p>Also, Will All Gear from DOV be <strong>unattuned</strong> <span style="text-decoration: underline;"><em>and</em></span> <strong>unadorned</strong> when the CM is finally removed due to the efforts and costs of that gear where the designed hitpoint replacement adorment is extremely unpopular and precieved as trading one unwanted stat for another unwanted stat...?</p></blockquote><p>My bet: the adornments will be popped off, but the gear will remain attuned and all non-crit-mit adornments will be unaffected. I suspect that whether or not it's an unwanted stat, the hit points will be a <em>needed</em> stat to survive in the raid zones. At least until you've started getting pieces from that tier of zones. I've noticed a progression:</p><ul><li>For DoV x4 you need yellow crit-mit adornments on Ry'gorr gear, but a full set of DoV x4 armor has enough crit-mit on it already for those zones.</li><li>For Drunder x4 you need a full set of DoV x4 armor with all red crit-mit adornments, but a full set of Drunder x4 armor has enough crit-mit already on it for the Drunder x4 zones.</li><li>Similarly, DoV x4 challenge mode requires DoV x4 with all red crit-mit adorns, but the full challenge-mode set has enough crit mit on it.</li></ul><p>I expect the crit-mit removal won't change the basic gear progression, so for any tier of raid zones if you've got armor from an immediately-previous tier of zones you'll need a full set of the HP adorns to give you just enough to survive, but once you've got armor from that tier it'll have enough health innately to free up the adorn slots. At least until you move into the next tier of zones.</p>
mykei
03-13-2012, 05:30 PM
<p>gah, level 92, would have liked to see 80 more aa instead and level 95 at year end if needed. so so many changes when levels are added and going by 2's is going to be a pain IMHO. </p><p>just FIX the bugs, the vanishing feather/book to name one, and put in the content that should have been added on release of the expansions.</p>
Vexorkane
03-13-2012, 05:41 PM
<p><img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><cite>Nrgy wrote:</cite></p><blockquote><p>Also, Will All Gear from DOV be <strong>unattuned</strong> <span style="text-decoration: underline;"><em>and</em></span> <strong>unadorned</strong> when the CM is finally removed due to the efforts and costs of that gear where the designed hitpoint replacement adorment is extremely unpopular and precieved as trading one unwanted stat for another unwanted stat...?</p></blockquote><p>My bet: the adornments will be popped off, but the gear will remain attuned and all non-crit-mit adornments will be unaffected. I suspect that whether or not it's an unwanted stat,<span style="color: #ff0000;"> the hit points will be a <em>needed</em> stat to survive in the raid zones</span>. At least until you've started getting pieces from that tier of zones. I've noticed a progression:</p><ul><li>For DoV x4 you need yellow crit-mit adornments on Ry'gorr gear, but a full set of DoV x4 armor has enough crit-mit on it already for those zones.</li><li>For Drunder x4 you need a full set of DoV x4 armor with all red crit-mit adornments, but a full set of Drunder x4 armor has enough crit-mit already on it for the Drunder x4 zones.</li><li>Similarly, DoV x4 challenge mode requires DoV x4 with all red crit-mit adorns, but the full challenge-mode set has enough crit mit on it.</li></ul><p>I expect the crit-mit removal won't change the basic gear progression, so for any tier of raid zones if you've got armor from an immediately-previous tier of zones you'll need a full set of the HP adorns to give you just enough to survive, but once you've got armor from that tier it'll have enough health innately to free up the adorn slots. At least until you move into the next tier of zones.</p></blockquote><p>Not that I disagree with that, but trading one gating mechanic for another gating mechanic for the simple reason SOE Dev's couldn't forsee their math not being able to scale when CM was scaled over 100 when DOV launched does not give me great hope for the future of health pools. The only saving grace is that good healers could make circumventing content possible for those without the gear, but thats a pretty weak agruement. And why bother popping off any adornments if the health is to become the end all be all gating mechanic in the first place.</p><p>The issue is that much of the gear some raiders are using it 100% solely for the CM value and if that CM value was not present those raiders may very well have never chosen that gear in the first place over other gear with better stats but weaker CM.</p>
Neiloch
03-13-2012, 05:48 PM
<p><cite>Ashlanne wrote:</cite></p><blockquote>Destiny of Velious Content Updates Include: * <ul> <li> <p>Level cap raised to 92</p> </li></ul> <ul> <li>Earn prestige class talents to build the power of your character</li> </ul></blockquote><p>These will be the new adjustments that bring beastlords more in line, or rather everyone else more in line with beastlords.</p>
Stylish
03-13-2012, 05:53 PM
<p>Can you please let those of us on Nagafen know if new pvp gear (specifically jewelry, charms, weapons, secondary items) are coming with GU63? Thanks.</p>
Lqblue
03-13-2012, 05:56 PM
<p>so raise the lvl cap, put new tradeskill things in, new mercs(which the old one's are Still broke in pvp), and few other pointless things now is there anythings going to be done for pvp? we do know no one really cares about the pvp server since SOE fails to ever fix anything to do with pvp they just add more stuff in to cover the old stuff up i really hope they step it up soon because this is one of the best pvp mmo's out there but to many things need to be fixed and or add new gear with options.</p>
KenCoop
03-13-2012, 06:02 PM
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><span style="-webkit-tap-highlight-color: rgba(26, 26, 26, 0.296875); -webkit-composition-fill-color: rgba(175, 192, 227, 0.230469); -webkit-composition-frame-color: rgba(77, 128, 180, 0.230469);">I expect the crit-mit removal won't change the basic gear progression, so for any tier of raid zones if you've got armor from an immediately-previous tier of zones you'll need a full set of the HP adorns to give you just enough to survive, but once you've got armor from that tier it'll have enough health innately to free up the adorn slots. At least until you move into the next tier of zones.</span></p></blockquote><p>I would tend to disagree with this. With the horrible rate of return SOE is currently providing on their "HP" adorns, people could simply spec 5 points into HP on their heroic tree, then grab 7 red CB adorns for 21 CB, and net more HP and 16 more CB then they lost by spec'ing those 5 points differently.</p><p>I think that this looks like just another time sink, as I know I normally sit around 60-65k in raid in mostly drunder/hm gear, and while I may have to go farm some white shards for my alts, it will be nice to be able to adorn what I want. If SOE would give us the option to refund or covert the adorns that would be nice, but regardless I just wish they would push it live at this point because it sucks to have to buy CM adorns for gear right now because you are into HM Drunder and you still need that CM.</p>
CoLD MeTaL
03-13-2012, 06:04 PM
<p>I didn't see critmit removal in there, so i hope that means we get it first.</p>
SOE-MOD-08
03-13-2012, 06:08 PM
This post has moved: <a href="/eq2/posts/preList.m?topic_id=500098&post_id=5730975" target="_blank" rel="nofollow">/eq2/posts/preList.m?topic_id=50009...post_id=5730975</a> Trolling.
Leovinus
03-13-2012, 06:23 PM
<p><cite>Mohee wrote:</cite></p><blockquote><p>[Removed forum violation.] </p></blockquote><p>Not that I necessarily think you're wrong, but what exactly abot this announcement is so disappointing to you?</p><p>I'm having to take a wait and see approach, because it could go either way, frankly. I could go into what I'd like to see, but that's my own personal opinion, and it'd be merely speculation and have no bearing on what we're actually going to get.</p>
Sharann
03-13-2012, 06:28 PM
<p>Looking forward to this GU. Very curious about prestige talent.</p><p>And for those eternally and perpetually dissapointed, bye <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>
Kryvak
03-13-2012, 06:33 PM
<p><cite>Sharann@Runnyeye wrote:</cite></p><blockquote><p>Looking forward to this GU. Very curious about prestige talent.</p><p>And for those eternally and perpetually dissapointed, bye <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>Have to agree with this, I honestly don't see what people are disappointed about. This is 1/3 of the year's content, not an entire expansion. The level cap increase to 92 is nice because it allows for some growth without making the current (and still unfinished) content obsolete. Definitely want to see the prestige talents, sounds pretty cool all around.</p>
gourdon
03-13-2012, 06:33 PM
<p>This is my interpretation of what has been told so far:</p><p>Players will need to own DoV to advance above 90 and take advantage of the new talents and possibly new spells and combat arts. </p><p>There will be something akin to a PQ in the Withered Lands.</p><p>There is going to be more content geared toward small groups.</p><p>One improvement I would like to see:</p><p>Small group versions of Skyshrine instances to span the gap between rather trivial solo difficulty and full group difficulty. DoV dungeons have been particularly difficult for small groups, which hasn't been good in my opinion.</p><p>One question:</p><p>Will there be a new "tier" of materials, new common materials, new rare materials, new adorning materials and new reactant?</p>
Deathcry
03-13-2012, 06:50 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>Okay, yay, it's being released soon. I'm actually looking forward to this.</p><p><em>However</em>, one thing came to mind with the raising of level cap to 92: what will that do to vet bonuses for adventuring and crafting?</p><p>The bonus is for every <strong>L90</strong> you have, up to ten of them. With going past 90 to 92, will that negate that bonus? Or will the bonus still be in place? I'd think the bonus would still be in place, however, I am not assuming.</p><p>Thanks in advance.</p></blockquote><p>You will not have any Vet Bonuses when the level cap hits 92. Once you get a toon to 92 then you will get a </p><p>Vert Bonus and so on as you get more of them to 92.</p>
Hirofortis
03-13-2012, 06:52 PM
<p>Ya know, I thought this was pretty clear on the main site but since people are cvonfused.</p><p>Max Level for the xp bonus is tied to the max level in game. When it goes to 92 you will need to be 92 to get hte bonuses.</p><p>If you own DOV you will get the following updates: *</p><p><ul ><li>Level cap raised to 92</li><li>Withered Lands outdoor zone with over 100 quests and solo, small group, and raid content</li><li>Play YOUR way in Skyshrine instances with solo, normal and challenge group modes</li><li>Experience endgame storyline events with Heroic Group and Raid instances</li><li>Earn prestige class talents to build the power of your character</li><li>All new tradeskill quests and items woven into the story arc</li><li>New Drake mount</li></ul></p><p>If you own Age of Discovery you will get these updates: **</p><p><ul ><li>Poet’s Palace Dungeon Maker theme and items</li><li>New Dungeon Maker adventurers</li><li>Tradeskill apprentices with new recipes (one Elite!)</li><li>Elite mercenary</li><li>New warders to tame for Beastlords</li></ul></p><p>Pretty simple. It even has a nice key to prove this.</p><p><span style="color: #d2c5a9; font-family: verdana, arial, helvetica, sans-serif; background-color: #221f1c;">*Requires Destiny of Velious expansion</span><span style="color: #d2c5a9; font-family: verdana, arial, helvetica, sans-serif; background-color: #221f1c;">**Requires Age of Discovery expansion</span></p><p>Now with that being said, some things that are outstanding:</p><p><ul><li>Will the tradeskill levels increase?</li><li>Will guild levels increase?</li><li>When will the crit mit change take effect?</li><li>Will there be a new tier of Mastercrafted since the top level is 92?</li><li>Why are people complaining about an update that is actually nice?</li></ul></p>
hangingout77
03-13-2012, 07:06 PM
<p><cite>slippery wrote:</cite></p><blockquote><p><cite>Irving@Antonia Bayle wrote:</cite></p><blockquote><p>Level 92 is clearly aimed for end-game content. The current raid content is too difficult for most folks. Moving the cap to 92 makes the existing raid MOBs <span style="color: #ffff00;">yellow </span>epic instead of <span style="color: #ff9900;">orange </span>epic, which in a huge difference. It makes the raids that much more accessible to everyone.</p></blockquote><p>I keep seeing people say this, and no it doesn't. Current raid mobs will still be orange, and you won't notice a difference. </p></blockquote><p>You are partly corect, raid mobs will still be orange. After that you can not say. With a lvl cap going up ( even just 2 lvl's ) there are new spells and spell up grades. ( or soe will have a lot of upset people ) How do you know what buffs will be upgraded? Group buffs can make a mas difrents from exspert to master on a raid now posably up that for a lvl cap. Also with each lvl comes more health and resistances. A mobs ablity to hit you is baced off of many things. A mob 10 lvl's above your lvl will hit you harder naturaly then a mob 8 lvl's above you. There is how ever a ver complex formula to that. Will it be notacably easyer? to some yes it will. The newer raid guilds just starting progretion will notice a increas in there over all raid dps and a drop in there damge taken. But again it will be small, but notacable to those that are looking. Most are not looking at the over all pic of things. SOE has left a lot unsaid and many have a million questions as do i.... but i do not think soe can answer most at this time cuz they dont know them selfs.</p>
Hennyo
03-13-2012, 07:07 PM
I have not seen it mentioned yet, so I would like to inform people that this 2 level increase could see a complete top to bottom new skills and spell reset. The reason I say this is because they have already said that they can't raise the level cap beyond 100, and the highest they currently have raid mobs is 98, so the most possible room they had to raise the level cap was 2 levels. It should also be noted that originally, skills were on a 14 level cycle, and that was moved down to 10 levels, so it isn't unrealistic to have them move the skill cycle down notch if that was the only solution for increasing the level cap. Also they know Beastlords are overpowered currently, and they want to balance classes a little better, and they know it would completely screw them if they nerfed Beastlords at all, so the only solution was a cap increase. It was also mentioned that most people can't due the current raid content, and by increasing base player power, it in effects nerfs all existing content, making it more doable.
Peogia
03-13-2012, 07:14 PM
<p><cite>Ashlanne wrote:</cite></p><blockquote><p align="center"><img src="http://eq2players.station.sony.com/images/en/logos/destiny_of_velious/EQII_DOV_Logo_500.png" /></p> <p align="center"><a href="http://www.everquest2.com/images/en/features/2012/03/gu63/gu63.jpg"><img src="http://www.everquest2.com/images/en/features/2012/03/gu63/gu63_th.jpg" border="0" /></a></p> <p>The Destiny of Velious saga continues! Adventurers breach the barriers of the Withered Lands, seeking entrance to Skyshrine, the glorious, ancient dragon city!</p> <p>The great citadel of Skyshrine has long housed the Claws of Veeshan behind its massive walls and arcane protections. Now, the unthinkable has happened -- Skyshrine is under siege! Battle and befriend dragons and their wurmkin in the forbidden city of Dracur. Explore the past to unravel the mysterious events that transformed the formidable draconic city into a battlefield full of daunting challenges, terrifying foes and unimaginable treasures!</p> <p>Far below Skyshrine a different battle rages on. Once known as the Wakening Lands, a majestic valley touched by the Plane of Growth, today oddly overgrown and overrun by a sickly magic… and now known as the Withered Lands. This strange corruption has affected not only the land, but has touched and twisted many of the creatures that once thrived here, including the legendary caretakers of the forest. Now turned to a dark purpose, the caretakers cultivate the afflicted plants and animals. In the deepest regions of the creeping woods, chaotic storms drench the forest and singe the gnarled treetops, where an angry dragon flies menacingly overhead!</p> <p><em>Save the forest from corruption, aid the armies of Norrath in reaching Skyshrine, explore the intrigues of dragonkind and save their embattled city!</em></p> <h3>Destiny of Velious Content Updates Include: *</h3> <ul> <li> <p>Level cap raised to 92</p> </li> <li> <p>Withered Lands outdoor zone with over 100 quests and solo, small group, and raid content</p> </li> <li> <p>Play YOUR way in Skyshrine instances with solo, normal and challenge group modes</p> </li> <li>Experience endgame storyline events with Heroic Group and Raid instances</li> </ul> <ul> <li>Earn prestige class talents to build the power of your character</li> </ul> <ul> <li>All new tradeskill quests and items woven into the story arc</li> </ul> <ul> <li>New Drake mount</li> </ul> <h3>Age of Discovery Additions:**</h3> <ul> <li> <p>Poet’s Palace Dungeon Maker theme and items</p> </li> <li> <p>New Dungeon Maker adventurers</p> </li> <li> <p>Tradeskill apprentices with new recipes (one Elite!)</p> </li> <li>Elite mercenary</li> </ul> <ul> <li>New warders to tame for Beastlords</li> </ul> <p>*Requires Destiny of Velious expansion **Requires Age of Discovery expansion</p> <p>Coming to a Test Server near you by Thursday, March 15, 2012!</p></blockquote><p>2 levels might fly for free to play customers but not paying customers with a monthly fee and buying expansions and sc</p><p>I finally grabbed Age of discover the mercs are soso, dps mercs soso not the greatest in the world and not one bit reliable I caught the merc afk allot and idle, did they come with a cell phone for txting and phone calls while trying to kill something<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /> and what is up with tank mercs<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /> they have the most overpowered taunts in game I have ever seen 87% of groups threat while rest of tank classes in game get next to nothing</p><p>I also tried beastlords was in oakmyst forest and I wanted to tame something and got lame error message that certain creatures cannot be tamed in my opinion beastlords are worse then corcerers for pet variety</p><p>and as for elite mercs why even bother<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /> I was told they are like 3p+ for up keep (30min) or something really even if LG was still alive I would never pay an up keep that high, that even rivals the cost of up keep on tier 1 and 2 guild halls and even tier 3 over just a few hours time ect, they are absurdly overpriced plus the mercs drop faster then a fly/naked character in all tiers so its going to cost an arm and a leg for something that is worse then a box on af</p>
gourdon
03-13-2012, 07:19 PM
<p><cite>Hennyo wrote:</cite></p><blockquote>I have not seen it mentioned yet, so I would like to inform people that this 2 level increase could see a complete top to bottom new skills and spell reset. The reason I say this is because they have already said that they can't raise the level cap beyond 100, and the highest they currently have raid mobs is 98, so the most possible room they had to raise the level cap was 2 levels. It should also be noted that originally, skills were on a 14 level cycle, and that was moved down to 10 levels, so it isn't unrealistic to have them move the skill cycle down notch if that was the only solution for increasing the level cap. Also they know Beastlords are overpowered currently, and they want to balance classes a little better, and they know it would completely screw them if they nerfed Beastlords at all, so the only solution was a cap increase. It was also mentioned that most people can't due the current raid content, and by increasing base player power, it in effects nerfs all existing content, making it more doable.</blockquote><p>I have a sneaking suspicion that a whole tier in 2 levels COULD happen. Another possibility is that they will instead add a new mechanic to each class that is similar to the beastlord savagery bar. They could also just update level 81 and 82 spells/CAs, which I hope they don't do.</p>
FreaklyCreak
03-13-2012, 07:22 PM
<p><cite>Peogia wrote:</cite></p><blockquote><p>nd sc</p><p>I finally grabbed Age of discover the mercs are soso, dps mercs soso not the greatest in the world and not one bit reliable I caught the merc afk allot and idle, did they come with a cell phone for txting and phone calls while trying to kill something<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /> and what is up with tank mercs<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /> they have the most overpowered taunts in game I have ever seen 87% of groups threat while rest of tank classes in game get next to nothing</p><p>I also tried beastlords was in oakmyst forest and I wanted to tame something and got lame error message that certain creatures cannot be tamed in my opinion beastlords are worse then corcerers for pet variety</p><p>and as for elite mercs why even bother<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /> I was told they are like 3p+ for up keep (30min) or something really even if LG was still alive I would never pay an up keep that high, that even rivals the cost of up keep on tier 1 and 2 guild halls and even tier 3 over just a few hours time ect, they are absurdly overpriced plus the mercs drop faster then a fly/naked character in all tiers so its going to cost an arm and a leg for something that is worse then a box on af</p></blockquote><p><a href="http://eq2wire.com/beastlord-warders/">http://eq2wire.com/beastlord-warders/</a></p><p>I think you will see by looking at that, beastlords have way more options for pet variety the coercers do. They even have the ability to spend different AA points on each of their different warder types.If 3p+ per 30 mins is bad for you then there are SEVERAL ways to make high plat amounts in this game. Take a merc and run any RoK or TSO zone(If you think your gear isn't good enough then just get Thurgadin armor for the cost of fuel and no gems or faction grinding if you find a crafter with the book.). Get a group to do Kael Drakkel contested and pickup all the statue quests, thats a daily 42p for about 45 mob kills(some of the quests overlap on mob type for updates).</p>
Hirofortis
03-13-2012, 07:24 PM
<p><cite>gourdon wrote:</cite></p><blockquote><p><cite>Hennyo wrote:</cite></p><blockquote>I have not seen it mentioned yet, so I would like to inform people that this 2 level increase could see a complete top to bottom new skills and spell reset. The reason I say this is because they have already said that they can't raise the level cap beyond 100, and the highest they currently have raid mobs is 98, so the most possible room they had to raise the level cap was 2 levels. It should also be noted that originally, skills were on a 14 level cycle, and that was moved down to 10 levels, so it isn't unrealistic to have them move the skill cycle down notch if that was the only solution for increasing the level cap. Also they know Beastlords are overpowered currently, and they want to balance classes a little better, and they know it would completely screw them if they nerfed Beastlords at all, so the only solution was a cap increase. It was also mentioned that most people can't due the current raid content, and by increasing base player power, it in effects nerfs all existing content, making it more doable.</blockquote><p>I have a sneaking suspicion that a whole tier in 2 levels COULD happen. Another possibility is that they will instead add a new mechanic to each class that is similar to the beastlord savagery bar. They could also just update level 81 and 82 spells/CAs, which I hope they don't do.</p></blockquote><p>I really doubt they would move it to a 2 lvl for all spells. that alone would be a monstrous change that would have impacts all the way down. With that being said, I could sure hope you are right about adding a savgry bar type to the other classes. It would be awesome to have classes a bit more interactive. Right now people have reached a point that many of the toons are just Boring to play becasue there is littel to nothing to do on them. Looking forward to seeing mroe info on the changes. I certainly will be on test checking them out.</p>
Hirofortis
03-13-2012, 07:35 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><blockquote><p><strong><em></em></strong></p></blockquote><p>Yes, however, there is nothing which states if the vet bonus will stay as is or if it will go with level cap. It only states that the level will raise to L92.</p><p>As I defined earlier in my explanation of why I asked the question, this can go one of two ways. With L92 going live the vet bonus is not lost or the vet bonus is lost and regained when the toon achieves L92.</p><p>There is no confirmation of which of those two possibilities will happen. I am not assuming that it is going to level cap, nor am I assuming that it will stay as is. I asked about this, indirectly, for red names to answer if they could.</p><p>It really isn't a case of being far too...simple minded...to understand. I just see two possibilities about this and am not assuming. /shrugs</p><p>Sometimes I think it's far too much to ask questions on the forums these days. /sigh</p></blockquote><p>Your right, until SOE says yes or no we can only assume. But based on every expansion to this point and based on how the mechanic is coded into the game, I feel safe in saying they are not going to change the mechanic just because they do 2 lvls instead of 10 lvls. I don't exect the red names to answer becasue they are not the developers. But with that being said, still lots of questions to be answered. We will see what happens in the end, </p>
Hennyo
03-13-2012, 07:36 PM
<p><cite>Hirofortis wrote:</cite></p><blockquote><p><cite>gourdon wrote:</cite></p><blockquote><p><cite>Hennyo wrote:</cite></p><blockquote>I have not seen it mentioned yet, so I would like to inform people that this 2 level increase could see a complete top to bottom new skills and spell reset. The reason I say this is because they have already said that they can't raise the level cap beyond 100, and the highest they currently have raid mobs is 98, so the most possible room they had to raise the level cap was 2 levels. It should also be noted that originally, skills were on a 14 level cycle, and that was moved down to 10 levels, so it isn't unrealistic to have them move the skill cycle down notch if that was the only solution for increasing the level cap. Also they know Beastlords are overpowered currently, and they want to balance classes a little better, and they know it would completely screw them if they nerfed Beastlords at all, so the only solution was a cap increase. It was also mentioned that most people can't due the current raid content, and by increasing base player power, it in effects nerfs all existing content, making it more doable.</blockquote><p>I have a sneaking suspicion that a whole tier in 2 levels COULD happen. Another possibility is that they will instead add a new mechanic to each class that is similar to the beastlord savagery bar. They could also just update level 81 and 82 spells/CAs, which I hope they don't do.</p></blockquote><p>I really doubt they would move it to a 2 lvl for all spells. that alone would be a monstrous change that would have impacts all the way down. With that being said, I could sure hope you are right about adding a savgry bar type to the other classes. It would be awesome to have classes a bit more interactive. Right now people have reached a point that many of the toons are just Boring to play becasue there is littel to nothing to do on them. Looking forward to seeing mroe info on the changes. I certainly will be on test checking them out.</p></blockquote><p>It would have no changes all the way down, when they went from a 14 level to a 10 level tier, it had no backwards change at all, it was a forward change only, there is absolutely no reason a change like this couldn't happen.</p><p>EDIT: The developers with the code wrote themselves into a corner, and the most they can raise the level cap is by 2 levels. They only have two options period with the spells for the two levels to not completely break the game. One, they can only have brand new spells added, and don't redo any old ones. Two, they redo ALL spells and abilies in a teir and add their new ones as well. That is all the choices they have, anything else would completely break the game, and even they know that.</p>
Elskidor
03-13-2012, 07:41 PM
<p>Now if this stuff had been included with AoD it would have made a nice expansion, though it still would have fallen short of previous expansions. I actually like the sounds of this, but are we getting a DoV part 3 update? By the sounds of it we'll still be missing some of Velious, and I'm guessing if there is the level cap will go to 94.</p>
Hirofortis
03-13-2012, 07:43 PM
<p><cite>Hennyo wrote:</cite></p><blockquote><p>It would have no changes all the way down, when they went from a 14 level to a 10 level tier, it had no backwards change at all, it was a forward change only, there is absolutely no reason a change like this couldn't happen.</p></blockquote><p>I can think of one reason that it woudn't happen. Money. The time to upgrade all the spells, update all the loot tables, balance them all at the new level. They have to many other issues they need to fix first. So unless you have some insider info. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I just can't see them adding 30-40 new spells per class with this short of a development time. Plus it would be crazy to think that if they went up another 2 levels we would get another 30-40 new spells. From a development standpoint, that would not make sense. I see this more as a chance to add new abilities that would buff current abilities or even work like the savegery bar for beastlords. It is tough to say who wil be right, but I imagine money wise, they will just update the 2 levels of spells that corespond to the level increase. </p>
ranga
03-13-2012, 07:45 PM
<p><cite>Kryvak@Everfrost wrote:</cite></p><blockquote><p><cite>Sharann@Runnyeye wrote:</cite></p><blockquote><p>Looking forward to this GU. Very curious about prestige talent.</p><p>And for those eternally and perpetually dissapointed, bye <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>Have to agree with this, I honestly don't see what people are disappointed about. This is 1/3 of the year's content, not an entire expansion. The level cap increase to 92 is nice because it allows for some growth without making the current (and still unfinished) content obsolete. Definitely want to see the prestige talents, sounds pretty cool all around.</p></blockquote><p>Don't want to be picky but wasn't western wastes supposed to be the second part of DoV, originally scheduled for the second half of last year?</p><p>Also, I never played EQ but is WL simply a part of WW or is it the whole of WW? If so, where/when is the rest? I know SS is in there but the way it is described in the announcement, it seems it will be a lobby like Drunder and a few reused zones?</p><p>100 quests? I know we are a hard to please bunch but contrast that with the number of quests/zones and the endgame of VP in the Kunark release. No comparison really. I hope I am wrong and it's a great release. I'm hoping the more info promised will allay the fears lol.</p>
kdmorse
03-13-2012, 07:56 PM
<p>Any mention of an AA limit increase?</p><p>It would be nice to be able to turn in collections again, to be able to finally clear some of these white stars that have been mocking me for an eternity, and actually get disco out of the new lands/zones/etc....</p>
Elomort
03-13-2012, 07:58 PM
<p>This is fantastic news and looks very exciting!</p><p>A little more headroom on the current content is also very welcome, having the old content accessable to a wider number of players is always great news.</p><p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p>Did we lose Piestro already? O.o</p></blockquote><p>My thoughts too.</p>
Raienya
03-13-2012, 07:59 PM
<p><cite>ranga wrote:</cite></p><blockquote><p><cite>Kryvak@Everfrost wrote:</cite></p><blockquote><p><cite>Sharann@Runnyeye wrote:</cite></p><blockquote><p>Looking forward to this GU. Very curious about prestige talent.</p><p>And for those eternally and perpetually dissapointed, bye <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>Have to agree with this, I honestly don't see what people are disappointed about. This is 1/3 of the year's content, not an entire expansion. The level cap increase to 92 is nice because it allows for some growth without making the current (and still unfinished) content obsolete. Definitely want to see the prestige talents, sounds pretty cool all around.</p></blockquote><p>Don't want to be picky but wasn't western wastes supposed to be the second part of DoV, originally scheduled for the second half of last year?</p><p>Also, I never played EQ but is WL simply a part of WW or is it the whole of WW? If so, where/when is the rest? I know SS is in there but the way it is described in the announcement, it seems it will be a lobby like Drunder and a few reused zones?</p><p>100 quests? I know we are a hard to please bunch but contrast that with the number of quests/zones and the endgame of VP in the Kunark release. No comparison really. I hope I am wrong and it's a great release. I'm hoping the more info promised will allay the fears lol.</p></blockquote><p>In Everquest, Wakening Lands was its own zone, as was Western Wastes. Skyshrine was its own zone, but was considered a "city". All were part of the Velious expansion. Skyshrine had Cobalt Scar and Wakening Lands as adjacent zones. Western Wastes had Dragon Necropolis, Siren's Grotto, and Temple of Veeshan as adjacent zones. Wakening Lands had Kael Drakkal and Skyshrine as adjacents, with Plane of Growth a zone inside Wakening Lands.</p><p>I think WW was supposed to be part of DoV 2, but can't remember when it was supposed to be released.</p>
Jrral
03-13-2012, 08:56 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p>Not that I disagree with that, but trading one gating mechanic for another gating mechanic for the simple reason SOE Dev's couldn't forsee their math not being able to scale when CM was scaled over 100 when DOV launched does not give me great hope for the future of health pools.</p></blockquote><p>I don't think it was a matter of the math scaling. It scales quite nicely as long as you don't treat crit-mit as a percentage mitigation but simply a subtraction from the mob's crit bonus multiplier (which is in fact what it is). I think it was a matter of players <em>not wanting</em> a gating mechanic, and complaining about the particular one chosen because they knew if they asked for gating to be removed it wouldn't fly.</p><p>As for why gating, look at all the complaints about the lack of content, yet most of the people complaining also it turns out skipped large chunks of content. The gating mechanic removes the ability to skip content without the headaches associated with zone access flagging.</p>
Cerinthe
03-13-2012, 09:02 PM
<p>Skyshrine eh? So will we please be getting a Dragon to worship? Most of my characters are too low for the levels to matter,</p><p>but my poor neglected dirge would suddenly get a lot of playtime if Veeshan (or her like) returned to the Pantheon.</p><p>That's assuming she'd understand about all those drakotas in DLK, though.</p>
Jrral
03-13-2012, 09:05 PM
<p><cite>Hennyo wrote:</cite></p><blockquote><p>It would have no changes all the way down, when they went from a 14 level to a 10 level tier, it had no backwards change at all, it was a forward change only, there is absolutely no reason a change like this couldn't happen.</p></blockquote><p>They never had 14-level tiers. Tiers were always 10 levels, ever since launch. The only thing that changed was the spell/CA replacement cycle. Early on you replaced a spell or CA roughly every 14 levels, although there were a lot of exceptions where a spell/CA either got replaced earlier (commonly 7 levels) or didn't get replaced that often (or at all, see Rescue). When T8 and SF came out they switched to a 10-level spell/CA replacement cycle, so you replaced all spells/CAs every tier. But back on the 14-level replacement cycle you still saw the 10-level tiers: spells in the 20s took tier 2 raws regardless of where they fell in the 14-level replacement cycle.</p>
MurFalad
03-13-2012, 09:24 PM
<p>I like everything I see but the 2 levels has a downside. While I understand and like the fact the two levels will allow some of the gear to be reset, and its the way EQ2 currently works with expansions I also don't like the fact that more of the game will become grey.</p><p>Personally I'd like to see levels reset, and the content from level 50 onwards re-levelled to widen out the levelling path at lower levels of the game, that would give so many new ways to level up for characters (and could allow some of the content at low levels to be seriously hard too for people who want a challenge). </p><p>That and change itemisation to remove all percentage stats...</p>
Kalmaraa
03-13-2012, 09:25 PM
<p>I think a whole new area is pretty nice. As well as the new level cap. Of course it aslo shows one guy on the server I am on that he was wrong in his insisting that there would be no new content anymore for EQ2.</p>
Kunaak
03-13-2012, 10:11 PM
<p>for those that say the raid content is too hard.</p><p>2 levels really isnt gonna change that.</p><p>honestly, just getting rid of "class debuffs" would probably revive raiding back to the point where people could kill stuff again. class debuffs have made more people quit and say they will just come back in a later expansion then any other feature I have seen.</p><p>the idea that a mob gets 10 times stronger, if a single debuff is missed, is a infuriating idea.</p>
netwalker48184
03-13-2012, 10:21 PM
<p>YAY new zones!! Really looking forward to them but am really wondering how this is going to be effecting progression and the previous gears usefulness... </p><p>It is no shock that there is a HUGE gap between reg group gear and raid gear but is any thought at all going into progression and specifically progression for Priests and Magi?? </p><p>And will zones finally start dropping items and quest rewards that people can finally actually use? I am really fed up seeing things just marginally better then pq gear dropping in rime and kael group zones (that or every thing dropping for monk/bruiser/beastlords).... if it takes ry'gorr to get the drop doesn't it make sense theat the drop should be equall to or better then what it took to get it in the first place? </p><p>As far as mages and priests go I don't think that I am alone in being upset in the way that these two arch types have been treated in DoV. Our classes are not just unbalanced but are truely broken and seriously need some attention... does this GU address this at all??</p>
Gladiolus
03-13-2012, 11:59 PM
<p>All this looks really good and it would be great if it could be taken at face value. However, SOE is known for only telling you about the lovely soft petals of the rose and glossing over the thorns, so before we make our plans, it would be nice if someone would confirm that having acquired Destiny of Velious and Age of Discovery and having a current subscription are the <strong>only</strong> requirements for everything listed, and that none of it requires the involvement of the marketplace.</p>
naladini
03-13-2012, 11:59 PM
<p><cite>Piestro wrote:</cite></p><blockquote><p>I'm really excited by the details on this GU (it looks amazing) and can't wait to share them with you folks, what are some of the things you'd like to hear about first*?</p></blockquote><p>At what level will the prestige class talents come into play? 40+? 90+? etc?</p>
Citadelli
03-14-2012, 12:00 AM
<p>YAY! New CONTENT finally!</p><p>I just hope all the raid and group zones don't look and act exactly the same as they do now, i get so confused!</p>
Novusod
03-14-2012, 12:06 AM
<p>Update looks like it has a lot of promise. Lets hope GU63 lives up to the hype. Really looking forward to new group and raid content and the new tallent trees.</p>
Lizabethan
03-14-2012, 01:48 AM
<p>I, for one, am super excited to get on Test_Copy and try this bad boy out. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
<p><cite>Novusod wrote:</cite></p><blockquote><p>Really looking forward to new group and raid content and the new tallent trees.</p></blockquote><p>Here's a <a href="http://game-flush.com/wp-content/uploads/2012/01/ent_isengard_big.jpg" target="_blank">tall ent tree</a>.</p>
ratbast
03-14-2012, 03:38 AM
<p><cite>Hirofortis wrote:</cite></p><blockquote><p><cite>Hennyo wrote:</cite></p><blockquote><p>It would have no changes all the way down, when they went from a 14 level to a 10 level tier, it had no backwards change at all, it was a forward change only, there is absolutely no reason a change like this couldn't happen.</p></blockquote><p>I can think of one reason that it woudn't happen. Money. The time to upgrade all the spells, update all the loot tables, balance them all at the new level. They have to many other issues they need to fix first. So unless you have some insider info. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> I just can't see them adding 30-40 new spells per class with this short of a development time. Plus it would be crazy to think that if they went up another 2 levels we would get another 30-40 new spells. From a development standpoint, that would not make sense. I see this more as a chance to add new abilities that would buff current abilities or even work like the savegery bar for beastlords. It is tough to say who wil be right, but I imagine money wise, they will just update the 2 levels of spells that corespond to the level increase. </p></blockquote><p>if they do a logical extension of crafting levels it would be nonsense to not include spells/CAs for scholars. they dont have a purpose in life without this.</p>
wullailhuit
03-14-2012, 04:31 AM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p><cite>Hirofortis wrote:</cite></p><blockquote><p>Ya know, I thought this was pretty clear on the main site but since people are cvonfused.</p><p>Max Level for the xp bonus is tied to the max level in game. When it goes to 92 you will need to be 92 to get hte bonuses.</p><p>If you own DOV you will get the following updates: *</p><ul><li>Level cap raised to 92</li><li>Withered Lands outdoor zone with over 100 quests and solo, small group, and raid content</li><li>Play YOUR way in Skyshrine instances with solo, normal and challenge group modes</li><li>Experience endgame storyline events with Heroic Group and Raid instances</li><li>Earn prestige class talents to build the power of your character</li><li>All new tradeskill quests and items woven into the story arc</li><li>New Drake mount</li></ul><p>If you own Age of Discovery you will get these updates: **</p><ul><li>Poet’s Palace Dungeon Maker theme and items</li><li>New Dungeon Maker adventurers</li><li>Tradeskill apprentices with new recipes (one Elite!)</li><li>Elite mercenary</li><li>New warders to tame for Beastlords</li></ul><p>Pretty simple. It even has a nice key to prove this.</p><p><span style="background-color: #221f1c; font-family: verdana,arial,helvetica,sans-serif; color: #d2c5a9;">*Requires Destiny of Velious expansion</span><span style="background-color: #221f1c; font-family: verdana,arial,helvetica,sans-serif; color: #d2c5a9;">**Requires Age of Discovery expansion</span></p><p>Now with that being said, some things that are outstanding:</p><ul><li>Will the tradeskill levels increase?</li><li>Will guild levels increase?</li><li>When will the crit mit change take effect?</li><li>Will there be a new tier of Mastercrafted since the top level is 92?</li><li>Why are people complaining about an update that is actually nice?</li></ul></blockquote><p>Yes, however, there is nothing which states if the vet bonus will stay as is or if it will go with level cap. It only states that the level will raise to L92.</p><p>As I defined earlier in my explanation of why I asked the question, this can go one of two ways. With L92 going live the vet bonus is not lost or the vet bonus is lost and regained when the toon achieves L92.</p><p>There is no confirmation of which of those two possibilities will happen. I am not assuming that it is going to level cap, nor am I assuming that it will stay as is. I asked about this, indirectly, for red names to answer if they could.</p><p>It really isn't a case of being far too...simple minded...to understand. I just see two possibilities about this and am not assuming. /shrugs</p><p>Sometimes I think it's far too much to ask questions on the forums these days. /sigh</p></blockquote><p>I'm not sure why you keep wondering , the whole definition of the Vet bonus is 'number of characters at level cap' , if your characters are not at level cap (92) , then you don't get the vet bonus any more.</p>
Elomort
03-14-2012, 04:32 AM
<p><cite>Peogia wrote:</cite></p><blockquote><p>2 levels might fly for free to play customers but not paying customers with a monthly fee and buying expansions and sc</p></blockquote><ul><li>The expansion was optional, this content is free for everyone.</li><li>SC purchases are optional, buying SC doesn't give you special rights.</li></ul><div></div><div><span style="color: #ff0000;">Let's keep the post constructive please</span></div>
Landiin
03-14-2012, 04:57 AM
<p><cite>Elomort wrote:</cite></p><blockquote><p><cite>Peogia wrote:</cite></p><blockquote><p>2 levels might fly for free to play customers but not paying customers with a monthly fee and buying expansions and sc</p></blockquote><ul><li>The expansion was optional, <strong><span style="font-size: medium;">this content is free for everyone.</span></strong></li><li>SC purchases are optional, buying SC doesn't give you special rights.</li></ul></blockquote><p>Bolded larger size text is wrong. You only get half of the content of this updae if you have DoV and the other half if you have AoD. So nothing about it is free...</p>
Landiin
03-14-2012, 05:06 AM
<p>Pheep@Unrest wrote:</p><blockquote><p>Yes, however, there is nothing which states if the vet bonus will stay as is or if it will go with level cap. It only states that the level will raise to L92.</p><p><span style="color: #ff0000;">There is no need for them to state that the vet bonus will stay at 90 or go to level cap because you only get the bonus for MAX level characters. Being this is how it has been since it was added why would they need to tell you how it works unless they changed it. Being they didn't say it changed means it will work like it always has.</span></p><p>As I defined earlier in my explanation of why I asked the question, this can go one of two ways. With L92 going live the vet bonus is not lost or the vet bonus is lost and regained when the toon achieves L92.</p><p><span style="color: #ff0000;">No, there can only be one way and that is at MAX level becuase they didnt' say it changed.</span></p><p>There is no confirmation of which of those two possibilities will happen. I am not assuming that it is going to level cap, nor am I assuming that it will stay as is. I asked about this, indirectly, for red names to answer if they could.</p><p><span style="color: #ff0000;">Again why do they need to tell us how it works when we already know.</span></p><p>It really isn't a case of being far too...simple minded...to understand. I just see two possibilities about this and am not assuming. /shrugs</p><p><span style="color: #ff0000;">I just don't see how you can get there is two possibilities about this.</span></p><p>Sometimes I think it's far too much to ask questions on the forums these days. /sigh</p></blockquote><p>Being they did not say they are changing how vet bonus works and are going to keep it at level 90. You will only get vet bonus at level 92. I hope that cleared it up for you.</p>
Kaito
03-14-2012, 05:45 AM
<p>The <span style="text-decoration: underline;">Level Cap</span> should be given to both EXpansions,</p><p>You can imagine when they give <span style="color: #ff0000;"><strong>92</strong></span> to <span style="color: #00ff00;"><strong>DOV</strong></span>, then other Newer LV cap to <strong><span style="color: #00ff00;">AOD</span></strong>, making everyone to own both......</p>
Whilhelmina
03-14-2012, 06:02 AM
<p>I have a comment/request:</p><p>Station Market is down on Copy, so we'll need to Test the new dungeon makers items on Test proper. Could it be possible to activate a bonus to dungeon marks gain on Test until this GU launches pretty please? With everything else to test, anything that could cut down the Dungeon Mark grind would be great.</p>
Anestacia
03-14-2012, 09:21 AM
<p><cite>Kaito wrote:</cite></p><blockquote><p>The <span style="text-decoration: underline;">Level Cap</span> should be given to both EXpansions,</p><p>You can imagine when they give <span style="color: #ff0000;"><strong>92</strong></span> to <span style="color: #00ff00;"><strong>DOV</strong></span>, then other Newer LV cap to <strong><span style="color: #00ff00;">AOD</span></strong>, making everyone to own both......</p></blockquote><p>This is very simple. If you want ALL content with an MMO you have to actually PAY for expansions. That's one thing about MMOs that has not changed in the past 10+ years. We don't even know if another 3 levels will be added to AoD to give us a more reasonable level of 95 but if so, I think it's a good strategy to sell the most lacking expansion to date imo.</p>
Banditman
03-14-2012, 09:52 AM
<p>All I know is SOE have made a complete mess of their game. The AOD money grab has totally screwed up everything.</p><p>AOD was never an expansion. We should never have been charged for it. DoV part 2 should have been the next expansion, and it should have been more than one zone, 2 levels and a couple dungeons.</p><p>Well done SOE, well done.</p>
Senne
03-14-2012, 10:30 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>All I know is SOE have made a complete mess of their game. The AOD money grab has totally screwed up everything.</p><p>AOD was never an expansion. We should never have been charged for it. DoV part 2 should have been the next expansion, and it should have been more than one zone, 2 levels and a couple dungeons.</p><p>Well done SOE, well done.</p></blockquote><p>The way I see it is that SOE was in a rush to release content before SWTOR and therefore released an unfinished product stripping away anything wasn't ready at that time. These game updates, again in my opinion, were actually meant for the expansion but needed more tweeking which they have now done. I, personally, see why SOE pushed for the release of AOD when they did but feel it may have bitten them in the rear.</p><p>As far as this update is concerned, we ask for more content...we ask for level cap increase....we ask and ask and ask and then they deliver something new and all people can do is complain? I don't see how any of these added options are a bad thing. We should all just wait and see how things are delivered and stop sweating it until it happens.</p>
thesiren
03-14-2012, 10:36 AM
<p>You know, Aion is launching its huge 3.0 patch (which adds a huge player housing system, a whole ground mount system, an increased level cap of 60 and a permanent reduction in leveling time) as well as going "Truly F2P" in NA just like Lineage 2 did, with absolutely no restrictions at all and no "power items" in the shop, "this spring." Their online account services have actually been frozen today in preparation.</p><p>Tera's open beta starts in mid April, and they're not wiping for launch.</p><p>Diablo III is heavily rumored to be launching on April 17th.</p><p>Guild Wars 2 is taking preorders April 10th, which guarantee access to every beta.</p><p>This whole sudden EQ2 announcement seems to be out of nowhere, to try and stem a potential flood of exiting players.</p><p>Just sayin'. <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" /></p><p>PS/ Why the heck did they promise a world of PvP changes with GU 63 and then drop it off the face of the earth? If, as most people suspect, the job is way too big to be done properly by such a small and overworked team (and dead Nagafen is hardly the priority over all the other servers which are PvE), then why did they even dangle that carrot to begin with?</p><p>Personally, I've been spending my time in Aion with the free reactivation, free new unlimited trials til level 40, and double XP and other events. I keep waiting for GU 63 and these purported PvP revamps to hit, and it keeps looking more and more like a pipe dream every time I stop back in here. <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p>
Wirewhisker
03-14-2012, 11:38 AM
<p><cite>thesiren wrote:</cite></p><blockquote><p>Personally, I've been spending my time in Aion with the free reactivation, free new unlimited trials til level 40, and double XP and other events. I keep waiting for GU 63 and these purported PvP revamps to hit, and it keeps looking more and more like a pipe dream every time I stop back in here. <img src="/eq2/images/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" /></p></blockquote><p>I hope your new choice in direction brings you many happy hours.</p><p>Good day, sir and/or madam.</p>
SOE-MOD-02
03-14-2012, 11:44 AM
This post has moved: <a href="/eq2/posts/preList.m?topic_id=499962&post_id=5731333" target="_blank" rel="nofollow">/eq2/posts/preList.m?topic_id=49996...post_id=5731333</a> Insults are not permitted
Fendaria
03-14-2012, 01:04 PM
<p>No mention of new epic weapons on par with Beastlords, I was really hoping this would get in.</p><p>I hope the new Prestege class talents help balance out the T1 DPS issues as well. We shall see tomorrow on Test.</p><p>Fendaria</p>
Gwyrdd
03-14-2012, 01:31 PM
<p><cite>Cerinthe@Oasis wrote:</cite></p><blockquote><p>Skyshrine eh? So will we please be getting a Dragon to worship? Most of my characters are too low for the levels to matter,</p><p>but my poor neglected dirge would suddenly get a lot of playtime if Veeshan (or her like) returned to the Pantheon.</p><p>That's assuming she'd understand about all those drakotas in DLK, though.</p></blockquote><p>That would be very nice. My main is fanatically devoted to Anashti Sul, but the character roster has room for Veeshan for sure.</p><p>Oh, and will the dragons (of Skyshrine, at least) finally recognize us Sarnak as their blood kindred and natural allies? ><img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> However we came about, we're made of the same stuff. I've been trying to bring Lord Nagafen around, but he's just a little grumpy.</p><p>As for the hints at substance in the GU announcement, I'm intrigued but will certainly want to see how it actually works out. The Tradeskill apprentice extensions intrigue me a lot, as someone who's focused on intensive crafting since I joined EQ2 and wanted a bit more complexity from the apprentice system when it came out. The evolution of our recipe books in general is a big question that I hope to learn more about soon. I hope this "prestige class" system provides sufficient <span style="text-decoration: underline;">equally viable </span>character <span style="text-decoration: underline;">customization</span> options.</p>
Gwyrdd
03-14-2012, 01:38 PM
<p>Removed duplicate post.</p>
Zorash
03-14-2012, 02:04 PM
<p><cite>Geothe wrote:</cite></p><blockquote><p>Level cap to 92....</p><p>Just seems so odd and arbitrary.The goal to kind of, but not completely replace lvl 90 itemization?Or give the couple of extra levels to make HM drunder/PoW encounters a bit more do-able for the more general raid populace?</p></blockquote><p>They already added 20 AA points. This just brings the adventure/tradeskill max level up to match.</p>
Novusod
03-14-2012, 03:25 PM
<p>On the Level 92 cap. I hope is not something people blow through in 3 or 4 hours. Getting these two levels should be as significant as going from 80 to 90 if not more so. With content being so far and few between please make this stuff have meaning and weight behind it.</p>
CleeGrahamx2099
03-14-2012, 03:27 PM
<p>I could see them popping a double experience event when this comes out to be honest so everyone CAN get the two levels and explore the new content faster. Just a hunch though.</p>
<p><cite>Novusod wrote:</cite></p><blockquote><p>On the Level 92 cap. I hope is not something people blow through in 3 or 4 hours. Getting these two levels should be as significant as going from 80 to 90 if not more so. With content being so far and few between please make this stuff have meaning and weight behind it.</p></blockquote><p>3 or 4 hours? ... how about a 100% XP pot and 100 shinnie's collections ...</p>
Hardain
03-14-2012, 05:07 PM
<p>I too hope it would be slow, if the levelling is as fast as it's now, it doesn't take much to get it. And this time the gap between the current cap and new cap isn't so big that you are required to be at cap to do new content.</p>
Banditman
03-14-2012, 05:31 PM
<p>Actually, it is.</p><p>The difference between a red con mob and an orange con mob is immense. A L100 mob is red at 90, orange at 92. Ergo, you will not be able to do the "new" content at L90, you'll need to be L92, so that the L100 mobs in it don't one shot you.</p><p>The whole reason we are getting 2 levels is because they've made such bollocks of the current tier with regards to itemization they needed to do a complete reset to fix the mess. So here we are, getting two levels less than a year after our illustrious producer assured us that we would be L90 "for the foreseeable future".</p><p>I have a hard time procuring confidence in a leader who is unable to look less than a year down the road.</p>
Elomort
03-14-2012, 07:21 PM
<p><cite>CleeGrahamx2099 wrote:</cite></p><blockquote><p>I could see them popping a double experience event when this comes out to be honest so everyone CAN get the two levels and explore the new content faster. Just a hunch though.</p></blockquote><p>I really hope not.</p>
Jrral
03-14-2012, 08:49 PM
<p><cite>Novusod wrote:</cite></p><blockquote><p>On the Level 92 cap. I hope is not something people blow through in 3 or 4 hours. Getting these two levels should be as significant as going from 80 to 90 if not more so. With content being so far and few between please make this stuff have meaning and weight behind it.</p></blockquote><p>Why would they make it that hard to gain those two levels? It's not like this is a new tier of content that obsoletes T9 or anything. 90-92 should be about as hard as 88-90. Certainly finishing the new solo questlines in WL should take you from 90 to at the very least close to 92.</p>
Novusod
03-14-2012, 11:07 PM
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><cite>Novusod wrote:</cite></p><blockquote><p>On the Level 92 cap. I hope is not something people blow through in 3 or 4 hours. Getting these two levels should be as significant as going from 80 to 90 if not more so. With content being so far and few between please make this stuff have meaning and weight behind it.</p></blockquote><p>Why would they make it that hard to gain those two levels? It's not like this is a new tier of content that obsoletes T9 or anything. 90-92 should be about as hard as 88-90. Certainly finishing the new solo questlines in WL should take you from 90 to at the very least close to 92.</p></blockquote><p>I didn't say "hard" I said <span style="color: #00ff00;">significant</span> there is a difference. Getting XP from level 80 to 90 wasn't hard not in the least but it gave people something to do in game when finding things to do is becoming increasingly few and far between. It never fails but it is always the people who rush to the level cap that complain there is nothing to do.</p>
Citadelli
03-14-2012, 11:48 PM
<p>It would be really cool to see an over world zone my ranger didn't one shot all the regular mobs, please let me think and strategize again!</p><p>Again if it is too tough many have the Merc's now... Never had a problem with my Warden in overworld zones, just took forever to kill stuff until I got my AA sets right, again to pull the Monk Merc out, everyting is a breeze and quick.</p><p>So there should be a merc balance there as well i thinks (which hopefully turns into real players grouping casually).</p><p>The harder the better! There needs to be some overland contentested areas that rely on small group (real player) make ups really (which is totally lacking right now - there's piles and piles of solo content challenging for those who are new or under geared, but the SOE focus has been on getting everyone geared/leveled as best as possible as fast as possible).</p><p>For Chrono maging there is a massive amount of red level difference i can smoke pretty easily solo. Not good for xp but doing quests ok. </p><p>Bring back some casual player challenge to the game so it won't be so boring. Those that want to Power Level know how to do it so easily and won't be affected. But please a bit of challenge makes you want to play and actually stuggle. The last Ry'Gorr quest line introduced took less than 30 mins to complete first time through (without quest helpers), and that was the latest out of dungeon content introduced besides the Freeport update to run here and there, which even my gimpy warden 1 shot every mob even the bosses without a Merc through it...</p><p>Challenge us! Bring it on! It doesn't need to be an impossible X4 raid mob to make us happy. End the "End game syndrome" we've been seeing.</p><p>Also what will this do the PR runs, will we be greyed out at 92...?</p><p>Um sorry... didn't mean to end up writing a book!</p>
CleeGrahamx2099
03-14-2012, 11:51 PM
<p>Any time frame on when this will be on test? I see Thursday the 15th but an actual time by chance? I actually want to test this because I am very curious on a lot of things. Thank you for your time.</p>
Yimway
03-15-2012, 12:23 PM
<p>I'm sure all things have been decided already, but I just wanted to add...</p><p>If the prestige system is another passive reward mechanism like RAs and TAs, I'm more than done with this game.</p>
Banditman
03-15-2012, 12:44 PM
<p>Prestige is just another set of AA's. They screwed up and attached AA's to AoD, and were then stuck with "how do we add more to DoV". Welcome to "Prestige" abilities.</p><p>There are some screenshots on Flames in some of the class forums.</p>
Geothe
03-15-2012, 01:37 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>I'm sure all things have been decided already, but I just wanted to add...</p><p>If the prestige system is another passive reward mechanism like RAs and TAs, I'm more than done with this game.</p></blockquote><p>Xelgad just posted.</p><p>10 prestige points total, you get 1 point every 20% of a level from 90 - 92.So just leveling to 92 gets you all your points.</p>
Freejazzlive
03-15-2012, 03:16 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>If the prestige system is another passive reward mechanism like RAs and TAs, I'm more than done with this game.</p></blockquote><p>I wondered what it would take to finally break you.</p><p>Personally, if by leveling to 92 you get all 10 points, then I'm now even more glad I'm done.</p>
Yimway
03-15-2012, 04:09 PM
<p><cite>Freejazzlive wrote:</cite></p><blockquote><p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>If the prestige system is another passive reward mechanism like RAs and TAs, I'm more than done with this game.</p></blockquote><p>Personally, if by leveling to 92 you get all 10 points, then I'm now even more glad I'm done.</p></blockquote><p>Guess it comes down to if I ding 92 in 12 hours or not. If these levels are significantly difficult I can see some merrit into this reward mechanism. If grinding level 14 mobs while chrono'd gets me 2 levels in no time flat, meh.</p>
Elskidor
03-15-2012, 04:51 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Freejazzlive wrote:</cite></p><blockquote><p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>If the prestige system is another passive reward mechanism like RAs and TAs, I'm more than done with this game.</p></blockquote><p>Personally, if by leveling to 92 you get all 10 points, then I'm now even more glad I'm done.</p></blockquote><p>Guess it comes down to if I ding 92 in 12 hours or not. If these levels are significantly difficult I can see some merrit into this reward mechanism. If grinding level 14 mobs while chrono'd gets me 2 levels in no time flat, meh.</p></blockquote><p>You will be unless enough people feedback. These levels are extremly easy. Under this new system they need to be hell levels, or these aa should be earned another way.</p>
Banditman
03-15-2012, 05:02 PM
<p>Why does everyone feel a need to self flagellate over two levels? I totally don't get it.</p><p>This whole two levels + prestige abilities is because they have a huge itemization mess they can't straiten out, and because they already attached 20 AA's to AoD and were painted into a corner. This is nothing more than an excuse to do things that need doing, while trying to make everyone think they are getting something. Honestly, I don't see a need to make an excuse about it. Things are a mess, we know it, they know it. Things need to be fixed, and clearly they had / have no intentions of re-itemizing the entire game (again). Thus, here we are.</p><p>If two levels is what it takes to get us to a point where things are less broken, by all means, bring it on. I simply hope they realize that this will be their last chance to get it right before mechanics have them pinned against a wall they have no desire and possibly no ability to break down.</p>
ratbast
03-15-2012, 05:13 PM
<p>current content should be weighted heavier than old content.</p><p>its logical for level 89 to be the slowest when 90 is cap. raising the level cap by only 2 implies they SHOULD be hell levels. i really like the idea of slowing down the leveling process anyway. ppl rush thru old content asap, and skip whatever max level content they can get away with. who does SF overland zones?</p><p>if the prestige system makes a qualitative difference between 90 and 92 player, other than just 2 levels, it really should be 'earned' in the legitimate sense of the word. by qualitative, i mean that a 92 monk who has unspent prestige points is grimp compared to a 92 monk who has spent them all.</p>
ratbast
03-15-2012, 05:15 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Why does everyone feel a need to self flagellate over two levels? I totally don't get it.</p><p>This whole two levels + prestige abilities is because they have a huge itemization mess they can't straiten out, and because they already attached 20 AA's to AoD and were painted into a corner. This is nothing more than an excuse to do things that need doing, while trying to make everyone think they are getting something. Honestly, I don't see a need to make an excuse about it. Things are a mess, we know it, they know it. Things need to be fixed, and clearly they had / have no intentions of re-itemizing the entire game (again). Thus, here we are.</p><p>If two levels is what it takes to get us to a point where things are less broken, by all means, bring it on. I simply hope they realize that this will be their last chance to get it right before mechanics have them pinned against a wall they have no desire and possibly no ability to break down.</p></blockquote><p>why is this the 'last chance'?</p><p>they have 94, 96, and 98 left. they could even start going 1 level at a time.</p>
Leovinus
03-15-2012, 05:20 PM
<p><cite>ratbastard wrote:</cite></p><blockquote><p><cite>Banditman wrote:</cite></p><blockquote><p>Why does everyone feel a need to self flagellate over two levels? I totally don't get it.</p><p>This whole two levels + prestige abilities is because they have a huge itemization mess they can't straiten out, and because they already attached 20 AA's to AoD and were painted into a corner. This is nothing more than an excuse to do things that need doing, while trying to make everyone think they are getting something. Honestly, I don't see a need to make an excuse about it. Things are a mess, we know it, they know it. Things need to be fixed, and clearly they had / have no intentions of re-itemizing the entire game (again). Thus, here we are.</p><p>If two levels is what it takes to get us to a point where things are less broken, by all means, bring it on. I simply hope they realize that this will be their last chance to get it right before mechanics have them pinned against a wall they have no desire and possibly no ability to break down.</p></blockquote><p>why is this the 'last chance'?</p><p>they have 94, 96, and 98 left. they could even start going 1 level at a time.</p></blockquote><p>Because unless things have changed, they don't have the ability to create anything with levels above 100 and historically, top end raid encounters have been max+8. Therefore, level 92 is the highest player levels can go without finding a way to fix that.</p>
Peogia
03-15-2012, 05:34 PM
<p><cite>Ashlanne wrote:</cite></p><blockquote><p align="center"><img src="http://eq2players.station.sony.com/images/en/logos/destiny_of_velious/EQII_DOV_Logo_500.png" /></p> <p align="center"><a href="http://www.everquest2.com/images/en/features/2012/03/gu63/gu63.jpg"><img src="http://www.everquest2.com/images/en/features/2012/03/gu63/gu63_th.jpg" border="0" /></a></p> <p>The Destiny of Velious saga continues! Adventurers breach the barriers of the Withered Lands, seeking entrance to Skyshrine, the glorious, ancient dragon city!</p> <p>The great citadel of Skyshrine has long housed the Claws of Veeshan behind its massive walls and arcane protections. Now, the unthinkable has happened -- Skyshrine is under siege! Battle and befriend dragons and their wurmkin in the forbidden city of Dracur. Explore the past to unravel the mysterious events that transformed the formidable draconic city into a battlefield full of daunting challenges, terrifying foes and unimaginable treasures!</p> <p>Far below Skyshrine a different battle rages on. Once known as the Wakening Lands, a majestic valley touched by the Plane of Growth, today oddly overgrown and overrun by a sickly magic… and now known as the Withered Lands. This strange corruption has affected not only the land, but has touched and twisted many of the creatures that once thrived here, including the legendary caretakers of the forest. Now turned to a dark purpose, the caretakers cultivate the afflicted plants and animals. In the deepest regions of the creeping woods, chaotic storms drench the forest and singe the gnarled treetops, where an angry dragon flies menacingly overhead!</p> <p><em>Save the forest from corruption, aid the armies of Norrath in reaching Skyshrine, explore the intrigues of dragonkind and save their embattled city!</em></p> <h3>Destiny of Velious Content Updates Include: *</h3> <ul> <li> <p>Level cap raised to 92</p> </li> <li> <p>Withered Lands outdoor zone with over 100 quests and solo, small group, and raid content</p> </li> <li> <p>Play YOUR way in Skyshrine instances with solo, normal and challenge group modes</p> </li> <li>Experience endgame storyline events with Heroic Group and Raid instances</li> </ul> <ul> <li>Earn prestige class talents to build the power of your character</li> </ul> <ul> <li>All new tradeskill quests and items woven into the story arc</li> </ul> <ul> <li>New Drake mount</li> </ul> <h3>Age of Discovery Additions:**</h3> <ul> <li> <p>Poet’s Palace Dungeon Maker theme and items</p> </li> <li> <p>New Dungeon Maker adventurers</p> </li> <li> <p>Tradeskill apprentices with new recipes (one Elite!)</p> </li> <li>Elite mercenary</li> </ul> <ul> <li>New warders to tame for Beastlords</li> </ul> <p>*Requires Destiny of Velious expansion **Requires Age of Discovery expansion</p> <p>Coming to a Test Server near you by Thursday, March 15, 2012!</p></blockquote><p>Are we abled to play our real characters in player created dungeons yet<img src="/eq2/images/smilies/0a4d7238daa496a758252d0a2b1a1384.gif" border="0" /></p>
Rageincarnate
03-15-2012, 05:34 PM
<p>ok, you don't want the Prestige points to be easy. I get it. You want your work to mean something .. sure.</p><p>What about this? Instead of aa through grinding that doesn't involve other people :/ MMO -- grind out by yourself.. yea i'm puzzled too.</p><p>You remember the rok tiering system? you have to kill pawbuster, then vs, then ok, the levi-- then you could get into vp..</p><p>What if you did that with extra aa Points. We get 10 through questing/grinding .. w/e.</p><p>But what if we had the ability to earn like ? i dunno 20 more across all the trees through accomplishments. for example. </p><p>Your level 92,330aa</p><p>You complete the first heroic instance and kill the boss. It's worth 1 extra over cap aa</p><p>instance 2 worth 1</p><p>instance 3 worth 2</p><p>etc etc</p><p>raid instance 1 worth 3</p><p>raid instance 2 worth 5</p><p>expansion boss worth 10..</p><p>you get the idea. It's something extra.. but you have to earn it actually playing with other people. (cough MMO) not brainless mob killing.</p><p>I would say honestly, keep the prestige points.. just like they are.. but add more at the bottom you unlock as you complete heroic and raid instances. Or let us choose more in the old aa tress <3 <3 <3 <3</p>
Jrral
03-15-2012, 05:56 PM
<p><cite>Leovinus wrote:</cite></p><blockquote><p>Because unless things have changed, they don't have the ability to create anything with levels above 100 and historically, top end raid encounters have been max+8. Therefore, level 92 is the highest player levels can go without finding a way to fix that.</p></blockquote><p>Where would you get the idea that 100 is the max level allowed? The last word I heard from the devs was quite a while back, and that was that the game engine was good to about level 200. If that changed, I'd expect it to go higher and not lower. I don't think the 2-level increment comes from any internal limitations, it seems more a choice by the devs to not open any more new levels than they need when they're not opening a new tier of content.</p><p>OTOH as a practical matter I expect they want to stick to roughly T9 content for a while. They do need a slight level increase on the top end, though, so rather than start an entirely new tier they're going up just enough levels to give them the space they need for new mobs. I'd be surprised to see new level 92 mastercrafted gear, for instance, and TBH I wouldn't be surprised to see no spell/CA replacement. I expect they'll replace level 81 and 82 with 91 and 92 abilities and I'm planning on having to get Experts made or purchase/research Masters, but I still wouldn't be surprised if they went "Nope, use your T9 spells/CAs until we open a new tier.". Remember the fun we had with T8 Mythical buffs not applying to T9 abilities.</p>
Onorem
03-15-2012, 06:11 PM
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><cite>Leovinus wrote:</cite></p><blockquote><p>Because unless things have changed, they don't have the ability to create anything with levels above 100 and historically, top end raid encounters have been max+8. Therefore, level 92 is the highest player levels can go without finding a way to fix that.</p></blockquote><p>Where would you get the idea that 100 is the max level allowed? The last word I heard from the devs was quite a while back, and that was that the game engine was good to about level 200. If that changed, I'd expect it to go higher and not lower. I don't think the 2-level increment comes from any internal limitations, it seems more a choice by the devs to not open any more new levels than they need when they're not opening a new tier of content.</p><p>OTOH as a practical matter I expect they want to stick to roughly T9 content for a while. They do need a slight level increase on the top end, though, so rather than start an entirely new tier they're going up just enough levels to give them the space they need for new mobs. I'd be surprised to see new level 92 mastercrafted gear, for instance, and TBH I wouldn't be surprised to see no spell/CA replacement. I expect they'll replace level 81 and 82 with 91 and 92 abilities and I'm planning on having to get Experts made or purchase/research Masters, but I still wouldn't be surprised if they went "Nope, use your T9 spells/CAs until we open a new tier.". Remember the fun we had with T8 Mythical buffs not applying to T9 abilities.</p></blockquote><p>I don't think I've ever seen a dev suggest that level 200 was a possibility. As far as I can recall since launch, 200 levels was the potential for 100 adventure and 100 tradeskill...and now they've said they aren't sure if they can make lvl 100 work...though I really don't understand at all why they couldn't. Give the mobs buff packages if you can't make them tough other than simply being higher level.</p>
Elskidor
03-16-2012, 12:08 AM
<p>Slow down the xp on these levels. Where are the polls?</p>
Stylish
03-16-2012, 04:48 PM
<p><span ><p>Can you please let those of us on Nagafen know if new pvp gear (specifically jewelry, charms, weapons, secondary items) are coming with GU63? Thanks.</p></span></p>
Arcturys
03-24-2012, 06:20 PM
<p>So few responses from SOE. I think I counted 3 from Piestro almost 2 weeks ago, and other than that a handful of moderator moderations.</p><p>I guess we should be grateful about the level 92 thing, because last year a dev told us that level increases were unlikely to happen in the next few years, if ever. He/she said something about how much difficulty they encountered when raising the level for SF, and that because of this it was an extremely low priority for future releases.</p><p><cite>Piestro wrote:</cite></p> <blockquote>what are some of the things you'd like to hear about first*?</blockquote> <p><strong>*First*</strong> I would like to hear about the status of the <strong>Phase Two </strong>project, which was supposed to address Feedback and Bug Reports players have given over the years. Before AOD was released, this was promised to be the next big project. SJ responded directly to one of my posts assuring me/us of this. Seriously, guys, the newbie quest reward wolf charm STILL doesn't work, 7 months after the reitemization broke it. There are tons of other issues still remaining of course, including missing recipes, items (crafted especially) with wrong stats, etc.</p><p>And now why do we need to be told <em>every. single. time.</em> we zone that we aren't in a mail transaction? Is this being looked into? And there's also the weird "couldn't join guilds####: no permission" or something to that effect every time we log in, as part of the joined channel spam. When I check, I am in every channel I expect to be, and I have no idea what this mysterious guilds channel is. It's nowhere in my chat channel list, and many others are reporting seeing the same thing.</p><p>Honestly, this new stuff for April looks cool and all, but I would MUCH rather have the things I've already paid for fixed before getting too overly enthusiastic about new content/features that are likely to have their own new problems.</p> <p><cite>Piestro wrote:</cite></p><blockquote><p>We'll be posting instructions (or links to instructions) on how to access test.</p></blockquote><p>Has this been done yet? I'm having trouble figuring this out. You guys have been heavily advertising helping out on test, but I can't find much info about it, or at least it's not very obvious. I did a /testcopy last weekend, but I don't see a Test character in my character list yet, and I don't see Test in my server list in the options of the launchpad.</p>
Landiin
03-25-2012, 05:27 PM
<p><cite>Arcturys wrote:</cite></p><blockquote><p>Piestro wrote:</p><blockquote><p>We'll be posting instructions (or links to instructions) on how to access test.</p></blockquote><p>Has this been done yet? I'm having trouble figuring this out. You guys have been heavily advertising helping out on test, but I can't find much info about it, or at least it's not very obvious. I did a /testcopy last weekend, but I don't see a Test character in my character list yet, and I don't see Test in my server list in the options of the launchpad.</p></blockquote><p>Have you botherd looking? I would wager you have not.</p><p>Forum: In Testing Feedback</p><p>Thread: How to access the Test servers (and how copy over your live characters to Test Copy)</p><p>It wasn't that hard to find at all. I would of made the thread info a link, but then why do everything for you?</p>
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