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Unread 08-16-2011, 11:56 PM   #1
Odys
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Who asked for it ? How does it improve the game ?

Hypothesis 1 : mages also want to be able to grind afk or to afk in raids without being noticed ...

- In such a case the answer would rather to downtune scout/fighter auto attack and to increase arts/spell damage to keep damage constant. AFK play is not something that a gm may wish for.

Hypothesis 2 : Devs want to add difficulty for mages, enforcing them to cast between auto attack swings.

- Even if mages are certainly the most trivial to play, complexity is not nul due to spell rotation and interaction between spells.

Hypothesis 3 : Devs want new players to feel as if they were playing WOW which is a form of utlimate reference. In wow mage and priest don't have swords or sticks but wands. If specced properly a priest  wand  can do substancial damage.

- Eq2 was build around the idea that the only ranged melee damage was coming from Bows/throwing weapons. Mage/priest melee damage has always been revolving around melee and many classes got AAs to improve their melee (enchanter, battelpriest as example). Such a radical change, so late in the game history is certainly not welcome.

Globally the decision implies a lot of changes and ressources for a null output. I would rather see ressources used to solve real issues, and there are many.

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Unread 08-17-2011, 12:57 AM   #2
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Gorock@Storms wrote:

Who asked for it ? How does it improve the game ?

Hypothesis 1 : mages also want to be able to grind afk or to afk in raids without being noticed ...

- In such a case the answer would rather to downtune scout/fighter auto attack and to increase arts/spell damage to keep damage constant. AFK play is not something that a gm may wish for.

Hypothesis 2 : Devs want to add difficulty for mages, enforcing them to cast between auto attack swings.

- Even if mages are certainly the most trivial to play, complexity is not nul due to spell rotation and interaction between spells.

Hypothesis 3 : Devs want new players to feel as if they were playing WOW which is a form of utlimate reference. In wow mage and priest don't have swords or sticks but wands. If specced properly a priest  wand  can do substancial damage.

- Eq2 was build around the idea that the only ranged melee damage was coming from Bows/throwing weapons. Mage/priest melee damage has always been revolving around melee and many classes got AAs to improve their melee (enchanter, battelpriest as example). Such a radical change, so late in the game history is certainly not welcome.

Globally the decision implies a lot of changes and ressources for a null output. I would rather see ressources used to solve real issues, and there are many.

Hypo #2 isnt the case, since Magical autoattack - much better word imho - is

1) Free - no power, no charges its FREE DPS

2) Does NOT require timing and DOES not delay when casting other spells.. it is in essence a FREE DOT.

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Unread 08-17-2011, 05:58 AM   #3
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Wands in WoW dont work like this. You cant just auto-attack with wands while spellcasting. You can do one or the other, and you only switch to wands if you are fully out of power.

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Unread 08-17-2011, 07:46 AM   #4
ruthlessG619

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Gorock@Storms wrote:

Who asked for it ? How does it improve the game ?

Hypothesis 1 : mages also want to be able to grind afk or to afk in raids without being noticed ...

- In such a case the answer would rather to downtune scout/fighter auto attack and to increase arts/spell damage to keep damage constant. AFK play is not something that a gm may wish for.

Hypothesis 2 : Devs want to add difficulty for mages, enforcing them to cast between auto attack swings.

- Even if mages are certainly the most trivial to play, complexity is not nul due to spell rotation and interaction between spells.

Hypothesis 3 : Devs want new players to feel as if they were playing WOW which is a form of utlimate reference. In wow mage and priest don't have swords or sticks but wands. If specced properly a priest  wand  can do substancial damage.

- Eq2 was build around the idea that the only ranged melee damage was coming from Bows/throwing weapons. Mage/priest melee damage has always been revolving around melee and many classes got AAs to improve their melee (enchanter, battelpriest as example). Such a radical change, so late in the game history is certainly not welcome.

Globally the decision implies a lot of changes and ressources for a null output. I would rather see ressources used to solve real issues, and there are many.

EQ2 was also built around the concept of group xp debt and we see where that went. Stop complaining. Its a free DoT for casters.

No eq2 was NOT BUILT around priests doing melee damage, if you have played at launch almost all priests had nukes exclusively. IT HAS BEEN CHANGED over the years via AAs to where mystics,warden,inquistor are NOW melee healers (btw if you actually TESTED spell autoattack you would know it doesn't interrupt spell casting so their is no need to time spell casts).

You need to stop making assumptions specially since you have no idea what you are talking about.

Things change. Deal with it.

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Unread 08-17-2011, 08:21 AM   #5
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ruthlessG619 wrote:

Gorock@Storms wrote:

EQ2 was also built around the concept of group xp debt and we see where that went. Stop complaining. Its a free DoT for casters.

No eq2 was NOT BUILT around priests doing melee damage, if you have played at launch almost all priests had nukes exclusively. IT HAS BEEN CHANGED over the years via AAs to where mystics,warden,inquistor are NOW melee healers (btw if you actually TESTED spell autoattack you would know it doesn't interrupt spell casting so their is no need to time spell casts).

You need to stop making assumptions specially since you have no idea what you are talking about.

Things change. Deal with it.

Sorry if you cannot think.

Priests and mages always got melee damage, yaulp and the steedfast column is melee oriented for clerics.  Ca just improved on that and allowed furhter specialization.

The removal of experience debt was an improvement since it enabled silly people to group too.

Adding an extra passive dot to mage and priest is simply doing nothing, just a plain loss of ressources.

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Unread 08-17-2011, 08:38 AM   #6
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Gorock@Storms wrote:

ruthlessG619 wrote:

Gorock@Storms wrote:

EQ2 was also built around the concept of group xp debt and we see where that went. Stop complaining. Its a free DoT for casters.

No eq2 was NOT BUILT around priests doing melee damage, if you have played at launch almost all priests had nukes exclusively. IT HAS BEEN CHANGED over the years via AAs to where mystics,warden,inquistor are NOW melee healers (btw if you actually TESTED spell autoattack you would know it doesn't interrupt spell casting so their is no need to time spell casts).

You need to stop making assumptions specially since you have no idea what you are talking about.

Things change. Deal with it.

Sorry if you cannot think.

Priests and mages always got melee damage, yaulp and the steedfast column is melee oriented for clerics.  Ca just improved on that and allowed furhter specialization.

The removal of experience debt was an improvement since it enabled silly people to group too.

Adding an extra passive dot to mage and priest is simply doing nothing, just a plain loss of ressources.

Yaulp and the Steadfast line weren't always there...

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Unread 08-17-2011, 10:29 AM   #7
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One of the reasons spell auto attack is important is to normalize proc rates.  There was an entire post by a Dev that explained "why" they were adding it, but to me, the normalization of proc rates is pretty big.

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Unread 08-17-2011, 11:47 AM   #8
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Banditman wrote:

One of the reasons spell auto attack is important is to normalize proc rates.  There was an entire post by a Dev that explained "why" they were adding it, but to me, the normalization of proc rates is pretty big.

Seems they need to think about it harder though, or change some more AA, at least for casting classes with melee-only procs - those procs will effectively be removed entirely otherwise, unless there are non-ranged weapons available that do not switch you out of melee, and even then they'll need two different pieces of ranged/symbol gear.

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Unread 08-17-2011, 12:35 PM   #9
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That's an entirely different set of issues.

I assume you are talking specifically about Battle Priests, there is already plenty of discussion of that going on, and this isn't really the place to rehash that debate.  Battle Priests have far bigger issues than the few procs they may have which only activate on a melee hit.

I am thinking more in terms of Mages here, and I'm sure most of the folks excited about Spell Auto Attack are as well.

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Unread 08-17-2011, 01:41 PM   #10
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It was a mechanic added with little dmg itself to balance procs basically, since there was little to no melee being used by most casters (they didn't want to joust, wanted to survive, or didn't think to melee on names they could because they were used to never being able to most of the time) they recieved no procs from Auto.... this causes discrepancies in balance so Spell Auto was added to address it making dmg proc adorns more desireable to casters rather than just wanting  just Pot/CB ones.

Have you seen the dmg from it, no where near a real ranged OR melee auto attack. That is why it costs nothing, I would gladly have it use power and ammo to get 9 sec delay ranged dmg that scouts have so keep pushing for it please, =)

Why is it non interuptible? It was never meant to equal real auto dmg, but to proc balance, and unlike melee/range classes with fairly similar casting times on abilities the casting time variance from an Illy to a Conji to a Wiz is MASSIVE and would make timing impossible, this would leave on group or the other SOL no matter what base attack speed they had. Non-interuptable just makes it easier to balance the Auto from all 3 sub class sets.

Why all the extra stats? NO CLUE! Seriously why not just use the DPS/MA/AOE that were already there... no idea why they added more blue stats myself this one baffles me.... ALOT as it Excludes all the Melee Preists, and melee buffed Chanters from having much benefit.

Will spell auto be Game altering.... not really. It is in essence nothing more than a proc chance balance for casters vs melee, they are trying to make more adorns interesting for classes that were not really impressed with them is all.

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Unread 08-17-2011, 01:51 PM   #11
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DxPreist1 wrote:

It was a mechanic added with little dmg itself to balance procs basically, since there was little to no melee being used by most casters (they didn't want to joust, wanted to survive, or didn't think to melee on names they could because they were used to never being able to most of the time) they recieved no procs from Auto.... this causes discrepancies in balance so Spell Auto was added to address it making dmg proc adorns more desireable to casters rather than just wanting  just Pot/CB ones.

Have you seen the dmg from it, no where near a real ranged OR melee auto attack. That is why it costs nothing, I would gladly have it use power and ammo to get 9 sec delay ranged dmg that scouts have so keep pushing for it please, =)

Why is it non interuptible? It was never meant to equal real auto dmg, but to proc balance, and unlike melee/range classes with fairly similar casting times on abilities the casting time variance from an Illy to a Conji to a Wiz is MASSIVE and would make timing impossible, this would leave on group or the other SOL no matter what base attack speed they had. Non-interuptable just makes it easier to balance the Auto from all 3 sub class sets.

Why all the extra stats? NO CLUE! Seriously why not just use the DPS/MA/AOE that were already there... no idea why they added more blue stats myself this one baffles me.... ALOT as it Excludes all the Melee Preists, and melee buffed Chanters from having much benefit.

Will spell auto be Game altering.... not really. It is in essence nothing more than a proc chance balance for casters vs melee, they are trying to make more adorns interesting for classes that were not really impressed with them is all.

Actually I'm fairly sure what they said at Fan Faire was that it's being added to allow for more stat growth for mages/priests. In general they have fewer stats than Scouts/Fighters and so this allows for a more itemization growth.

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Unread 08-17-2011, 02:11 PM   #12
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Nevao wrote:

DxPreist1 wrote:

It was a mechanic added with little dmg itself to balance procs basically, since there was little to no melee being used by most casters (they didn't want to joust, wanted to survive, or didn't think to melee on names they could because they were used to never being able to most of the time) they recieved no procs from Auto.... this causes discrepancies in balance so Spell Auto was added to address it making dmg proc adorns more desireable to casters rather than just wanting  just Pot/CB ones.

Have you seen the dmg from it, no where near a real ranged OR melee auto attack. That is why it costs nothing, I would gladly have it use power and ammo to get 9 sec delay ranged dmg that scouts have so keep pushing for it please, =)

Why is it non interuptible? It was never meant to equal real auto dmg, but to proc balance, and unlike melee/range classes with fairly similar casting times on abilities the casting time variance from an Illy to a Conji to a Wiz is MASSIVE and would make timing impossible, this would leave on group or the other SOL no matter what base attack speed they had. Non-interuptable just makes it easier to balance the Auto from all 3 sub class sets.

Why all the extra stats? NO CLUE! Seriously why not just use the DPS/MA/AOE that were already there... no idea why they added more blue stats myself this one baffles me.... ALOT as it Excludes all the Melee Preists, and melee buffed Chanters from having much benefit.

Will spell auto be Game altering.... not really. It is in essence nothing more than a proc chance balance for casters vs melee, they are trying to make more adorns interesting for classes that were not really impressed with them is all.

Actually I'm fairly sure what they said at Fan Faire was that it's being added to allow for more stat growth for mages/priests. In general they have fewer stats than Scouts/Fighters and so this allows for a more itemization growth.

Yep stat growth.  Give me something to chase besides CC, CB, Potency.  I believe they also created it the way they did to fix the disparity in proc chances between classes.  Everytime I log into test copy.. I am only disappointed.  I'd rather be on the mobs butt casting fusion and hitting him in the back of the leg with my wand.

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