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#1 |
Senior Staff
Join Date: Feb 2012
Posts: 68
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![]() Hey folks, I noticed there had been questions on exactly when Critical Mitigation will be removed from PvE items and Crit Bonus removed from NPCs. We have decided to push the change live with the Hotfix tomorrow. If anything changes on this front, I'll stop in, but tomorrow's the day! P.S. PvP Crit Mitigation will still exist on items.
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Holly "Windstalker" Longdale Producer EverQuest II |
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 2,098
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![]() thanks for the update
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Smed: We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. Smed: 5) This [LoN] is not some slippery slope towards selling items directly in EQ & EQ II. Lie #3: Station Cash. Enough Said. |
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#3 |
Loremaster
Join Date: Apr 2005
Posts: 3,217
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![]() Thanks for the update, but its too little too late |
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#4 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() Windstalker wrote:
What is the final disposition on Adornments and Gear balance? Are Adornments going to be popped off and allowed to be traded or sold for adonments which are usefull rather than being forced into worthless 150 hps gems? Is all the gear which is having its CM values removed going to be unattuned and rebalnced so that x2 gear is not better than x4 gear or having heroic gear being 98% as good as raid gear? Thanks in advance, |
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 1,227
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![]() Nrgy wrote:
^^This HP adorns are useless on a healer, if that little HP makes a difference then I suck too much to be raiding or anything else, there are higher priorities for healers, and most every other class. I want my raid shards back so I can make other choices and not be ticked off over this blanket solution to a complex problem that YOU created. I never, ever would have spent my raid shards on HP adorns, and now you force them on me without my consent or approval, great morale boosting there. |
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 2,098
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![]() Nrgy wrote:
Being as none of that has even so much as been addressed in the Testing forums by Devs, let alone patched in the 1+ month people have been discussing it, I'd say its safe to say they aren't changing a single thing else. CM adorns going to 150 HP adorns instead, and Itemization gets screwed up even further, heh.
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Smed: We aren't going to be allowing RMT in any way, shape or form on the non-exchange enabled EQ II servers. Period. End of statement. Smed: 5) This [LoN] is not some slippery slope towards selling items directly in EQ & EQ II. Lie #3: Station Cash. Enough Said. |
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#7 |
Loremaster
Join Date: Apr 2005
Posts: 9,707
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![]() Nrgy wrote:
Since things go to test before they go live, then no, none of the issues were addressed. I don't really give 2 shakes about the adornment issue. However, the itemization impact deserved atleast a response.
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#8 |
Server: Permafrost
Loremaster
Join Date: Dec 2004
Posts: 128
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![]() Nrgy wrote:
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#9 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() Ryptide@Permafrost wrote:
OMG! .. you caught me. Sad Panda |
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#10 |
Loremaster
Join Date: Feb 2009
Posts: 852
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![]() Are those toons who are having their AAs changed getting free respecs? I know there are at least 3 classes who are having their crit mit AAs turned into mostly useless replacements.I think the player feedback has been pretty clear that replacing crit mit with hps is NOT even close to an equitable trade. It's clear we've been ignored, to the extent that the yellow and red 'replacement' hitpoint adornments are the only yellow/red adornments in the game that are signigicantly WORSE then white adorns. |
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#11 |
Loremaster
Join Date: Dec 2004
Posts: 601
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![]() Why do I have the feeling CM will go away but they will forget to remove CB from NPCs? |
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#12 |
Loremaster
Join Date: Dec 2004
Posts: 601
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![]() Mermut wrote:
The way this should be done is popping off any crit mit adorns and allow them to be sold back to the merchant for the purchase value in plat/shards. HP might be useful for some classes but for many other classes there are far better adorns available for those armor side red/yellow slots. |
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#13 |
Loremaster
Join Date: Oct 2008
Posts: 135
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![]() So Drunder EM becomes just as good as Kael HM tomorrow. In fact, it might be even slightly better.Kael HM Crit Bonus, Potency and INT/AGI/STA/STR/WIS will be LOWER than Drunder EM as of tomorrow, and won't have the higher crit mit to make the item better. We've been reporting this. As of tomorrow itemization gets screwed up again. This NEEDS to be addressed. Please? |
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#14 |
Loremaster
Join Date: Dec 2004
Posts: 601
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![]() Mogrim wrote:
You still gain the extra adorn slots as well as more patterns dropping from the DoV HM's vs the drunder EM's. In many cases the stat differences aren't really so far apart that it breaks things. Either way the HM DoV and EM drunder gear will probably all be replaced early in new raid content so I'm not sure it would be worth dev time to adjust HM DoV or EM drunder gear. |
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#15 |
Loremaster
Join Date: Apr 2005
Posts: 9,707
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![]() Mogrim wrote:
Its like SoE doesn't understand that their game, at its heart is about grinding up content difficulty for better rewards. It wont take too much more of this for people to just quit playing.
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#16 |
Server: Permafrost
Loremaster
Join Date: Dec 2004
Posts: 128
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![]() Level 92 with no crit mit requirements, will make HM Drunder, a walk in the park, for most guilds. |
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#17 |
Loremaster
Join Date: Oct 2008
Posts: 135
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![]() All they really need to do...+15 to all HM Kael Armor INT/STA/AGI/STA/STR like stats+.5 to all HM Kael Armor Crit Bonus and PotencyThis would put it in front of EM Drunder, behind HM Drunder, and would be a much easier process to impliment. |
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#18 |
Lord
Join Date: Nov 2010
Posts: 1,338
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![]() Ryptide@Permafrost wrote:
By which point the ONLY thing in the whole zone worth picking up will be the Shinies... and honestly, how hard do you really want shinie farming to be |
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#19 |
Loremaster
Join Date: Sep 2010
Posts: 253
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![]() There are no shinies in hard mode x4 raid zones... Imma adorn an SF focus on my helm and then crit chance on my boots because mages have had nothing useful for boots and helm making easy mode drunder better than hardmode release. Ah well, still an increase deeps adorns for me. |
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#20 |
Loremaster
Join Date: Feb 2005
Posts: 257
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![]() I don't see why they couldn't just give us a voucher for a new red rune to replace the CM one instead of sticking us with a lousy one that few will find useful. However I'm still looking forward to this despite the inevitability of SOE screwing this up somehow. I don't know why they even bother with test servers, they never listen to feedback. |
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#21 |
Loremaster
Join Date: Aug 2008
Posts: 1,081
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![]() Ryptide@Permafrost wrote:
hardly - the strats on half the fights are no push over. you still got some real work ahead of you. |
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#22 |
Loremaster
Join Date: Jan 2005
Posts: 610
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![]() Believing that removing Crit mit will fix all the woes of the guilds that can't clear harder content is a bit of a fairy tale. Level 92 will give us a bit more, but it will by no means make the zones easier and clearable by so many more. I will enjoy being able to add more MA, Flurry, etc to up DPS, but still expect that the mobs wull be hard. The only prob now is that the gear is now out of whack. EM drunder gear is better then HM gear in some cases. CM was really the only thing that was definitive for better gear. Of course since skyshrine is coming out, maybe this will give them the rest of the month to test and maybe fix things before we break into the new content. Here's to hoping. |
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#23 |
Loremaster
Join Date: Nov 2004
Location: harrisburg,PA
Posts: 1,601
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![]() Windstalker wrote:
yay |
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#24 |
Loremaster
Join Date: Apr 2005
Posts: 9,707
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![]() The primary issue with this change is in most cases Drunder EM gear outclasses Kael HM gear. Where drunder EM gear is significantly easier to get. CM was a factor of itemization and in many cases an item that dropped off the harder of the 2 encounters was better only cause of the CM assigned on it. Once the CM is removed, the easier encounter drops better loot. I'm not sure why Holy doesn't understand this is a problem for her game.
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 528
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![]() Mindsway@Antonia Bayle wrote:
It's because it's not just one rune. It's as many as 7 red and 7 yellow adornments affected. Why should we get as many as 14 stat increases instantly, for free, just because another stat got zeroed-out? |
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#26 |
Community Moderator
Join Date: May 2011
Posts: 323
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This post has moved: /eq2/posts/preList.m?topic_id=50009...post_id=5734403 Personal Attacks.
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#27 |
Loremaster
Join Date: Nov 2004
Posts: 3,313
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![]() Nrgy wrote:
With all the complaints about this and the request for a reimbursement or a refund for CM adorns - NOT EVERYONE WANTED HEALTH. But we got not comment from dev. about this and they just pushed it to live in the face of all the unhappiness and comments. If this is the way they game is going to be run -- maybe it is time to move on - I am realy angry and upsset about the adornments. |
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#28 |
Loremaster
Join Date: Apr 2005
Posts: 9,707
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![]() Maroger wrote:
The adornments are a noise issue for me. I'm more upset about the itemization basically saying why progress kael HM when farming drunder EM is better and far easier.
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#29 |
Server: Permafrost
Loremaster
Join Date: Dec 2004
Posts: 128
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![]() Kunaak wrote:
All the strats are easy, but I'll rephrase.. Level 92 with no crit mit requirements, will make HM Drunder, a walk in the park, for any guild that can follow directions. 4 or 5 of the encounters in all of Drunder may give them fits for a bit but, they won't be forced to farm old zones for critmit anymore. They will be able to spend more time, focused on progression with crit chance being the only benchmark. |
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#30 |
Server: Oasis
Guild: Tyranny
Rank: Raider
Loremaster
Join Date: May 2005
Posts: 634
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![]() Ryptide@Permafrost wrote:
This is why they did level 92 with no CM requirements. Remember that whole thing about getting more people into upper eschelon zones? Instead of, I don't know, working on the actual game, they opted to bandaid fix it with 2 levels and removing a 4 year old game mechanic. They pushed PoW out too early, not enough folks were close enough to completion of Drunder HM, they watered Drunder down until they couldn't water it down much more, and now they're removing what had become an (unfortunately) important gating mechanic and popped up 2 levels so that lesser guilds and players could do it.
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