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Unread 04-16-2005, 01:02 AM   #1
Arghi

 
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With the removal of ^^ mobs from the majority of zones, my favorite duo of 'guardian + templar' has been reduced to being a guardian soloing with the templar doing his best impersation of a wizard.
 
Occassionally, with back to back to back continuous fights I may warrant enough damage to need 1 heal.  So the templar is casting about 11 damage spells and 1 heal spell.
 
The powerful templar spells such as weakness and redoubt take so much mana and so long to cast that they are not useful now against all the solo mobs.  (You could have just killed it with DD by the time you get it debuffed).
 
No 'solo' fight has the potential to kill me, or even do significant damage.   The templar has many heal spells.... now you only need 1.
 
Put whatever spin you want on it, but these changes have destroyed the 'tank + healer' duo group.  Oh you can still group and kill stuff, but the healer is just a bad wizard most of the time.
 
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Unread 04-16-2005, 02:01 AM   #2
Sorentio

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What's stopping you from going after the dozens of heroic encounters that are still in each outdoor zone, or going to a dungeon to fight?

Message Edited by Sorentio on 04-15-2005 06:01 PM

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Unread 04-16-2005, 02:03 AM   #3
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I agree completely, I hate the changes.
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Unread 04-16-2005, 02:21 AM   #4
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Why are they doing this, we give them compliments and they put hate on themselves
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Unread 04-16-2005, 02:47 AM   #5
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Sorry but there are tons of places to still hunt double up mobs for all level ranges. What level are you and I will be more than happy to offer you several suggestions. Hunting those double up outdoor mobs made you the very rare exception.  Almost nobody hunted them, so it was a lot of wasted content. There is still plenty of double up mobs for you to hunt if you so desire.  Nobody said you had to hunt the solo versions of the same mobs.  Find the double up mobs out there, or else fight higher level solo mobs. The choice is yours...
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Unread 04-16-2005, 04:48 AM   #6
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initocian wrote:Why are they doing this, we give them compliments and they put hate on themselves

Do you play on Test? Do you know that Update 7, heroic arrowed mobs will kick your &#@? They're messing with the 'new combat' model and while its only in its first stage, the changes are noticable. They've also begun adjusting dungeon spawns, giving more diversity to dungeons. In the end though, it seems they are trying to thin out the number of heroics in any given area, but making them a lot more potent in their abilities (mainly by nerfing the players abilities). The result may be that there will be less overall heroics/uber mobs, but they will be alot tougher than a solo mob, canceling out alot of the soloers who kill green double-up mobs. The double up green/blues on Test right now are nasty mean because of the mitigation/avoidance changes... this is coming from a Guardian/Templar duo.
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Unread 04-16-2005, 06:37 AM   #7
Arghi

 
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No, I don't play on test, however since the powers that be decided to beta something on the live servers I came here to feedback their beta.

The biggest problem I see is that you have these solo mobs intermixed with these harder mobs.  Soloers can't get to them because the ^^ mobs will kick their butts, and the group that can do the ^^ mobs just consider the solo mobs a nuisance.

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Unread 04-16-2005, 03:18 PM   #8
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Arghius hit the nail right on the head. Once again SoE proved they just dont think to hard about anything before they implement it. Sure they put in lots of solo content, but the put it in the middle of group mobs.. wow, way to go SMILEY.
Now, soloers cant get to the single mobs, and groups have to sift through gobs of trash to get to anything worth some experience to them.
 
yay SMILEY
 
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Unread 04-16-2005, 05:53 PM   #9
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Ayun wrote:
Arghius hit the nail right on the head. Once again SoE proved they just dont think to hard about anything before they implement it. Sure they put in lots of solo content, but the put it in the middle of group mobs.. wow, way to go SMILEY.
Now, soloers cant get to the single mobs, and groups have to sift through gobs of trash to get to anything worth some experience to them.
 
yay SMILEY
 
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It is an experiment. If it is successful it may be implemented. Don't get your knickers in a twist yet SMILEY
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Unread 04-16-2005, 06:31 PM   #10
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Actually solo mobs in the middle of group mobs is how the game used to be... Solo mobs are much more plentiful and accessible than before.. So I am still not getting the complaints. You lost your double up mobs, but complain it doesn't help soloers because they can't get to the solo mobs.  That is simply an untrue assessment of the change.
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Unread 04-16-2005, 06:58 PM   #11
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Why not just upgrade yourselves and go for the OJ or red solos? Upgrade to a whole new zone even...
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Unread 04-16-2005, 09:00 PM   #12
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I think they might have gone a little overboard, especially in Antonica (well, antonica is the only real place I've been that has the changes).  Heck, the rotstuffed are individual now?  People were always grouping at the rot-stuffed. However, I never much cared for the implementaiton of "group" mobs anyway.   I thought it was a unique and inventive way of doing things, but not really the best way in my opinion.   Granted, my idea of the best way would be a total reworking of the game anyway to introduce tactics-based combat instead of finger-mashing combat. But, on the subject, I think the revamping has a ways to go.  If they are going to populate the outdoor areas with a lot of solo mobs they need to also populate it with a good amount of the 'hard' solo mobs (or small group mobs, or whatever you call it). 
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Unread 04-17-2005, 03:59 AM   #13
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They changed it because a 29 monk with semi decent gear, a few rares, adept3's.  Nothing fabled can solo a green con ^^ spider at the ent of RoV.  Essentially I pull, go AFK and come back when the battle sounds stop and do it again.  45% xp with vitality doing that last night and I didn't have to do a thing. Solo content IMO is an outside thing, group content is inside a dungeon.  Obviously there should be outside group content because dungeons will get packed with players.  See RoV golems on a peak time and you'll see 3 groups pulling the golems from 3 directions.  There has to be an overflow area. So again, solo content should only be an outside option, near aggro mobs with 'safe' pull spots.  Group encounters outside are along the same lines.  Keep the non aggro mobs along the basic travel routes people use to get around, with significantly less xp involved, or just not many mobs in the area (same effect as minimizing the xp for the non aggro mobs).  Everything in a dungeon should be tuned to a group encounter aka heroic.  The further in, the more difficult it gets.  No one should be able to zone in, and solo a green group encounter.  This happens and its a step in the right direction.
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Unread 04-17-2005, 05:43 AM   #14
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Trei49 wrote:
Why not just upgrade yourselves and go for the OJ or red solos?
Upgrade to a whole new zone even...



Because if you look at the actual xp reward for doing that, you will see that it's not worth while.   An orange maybe 3-4 times harder (aka time to kill) than a blue, but only give 50% more reward.  The fastest way to get xp is to chain-kill blue (or white) solo mobs that do almost no damage to me and provide zero challenge.

I understand this is a test, and this is my feedback.  ("In Testing Feedback" is the forum i'm posting in).

 

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Unread 04-17-2005, 05:51 AM   #15
Trei

 
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Then go for the yellow ones? Anyway, right now I am running into a lot of group mobs that are not labeled heroic, but still give bonus exp when I kill them. Even the v ones.

Message Edited by Trei49 on 04-16-2005 06:57 PM

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Unread 04-17-2005, 06:46 AM   #16
JarredDarque

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Why not just upgrade yourselves and go for the OJ or red solos?
Upgrade to a whole new zone even...
 
 
 
because...I have been soloing solo red con mobs since well...day 2 when I started.  and the xp is not worth the effort, neither is the loot.    but it certainly was one green, blue and white^^ mobs
 
 
 
btw  I avoid dungeons when I can.  and I cannot group in them, even with graphics turned down ALL the way so there is no such thing as  clear picture in game, and a T1 connection, I lag way to much, and I more than meet the game requirements, so I would prefer for those dungeons to not be the only placees I can go for xp.
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Unread 04-17-2005, 10:10 AM   #17
ladeni

 
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The point is, its horrible, and making the game too solo friendly.  I love to solo...but the whole point of the game is the community.  If this makes the grouping in this game like WoW (group for a quest then disband) count me out.
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Unread 04-17-2005, 01:47 PM   #18
Trei

 
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The other alternatives can also be downtiered grouped solo mobs like OJvv's or pairs of red v's. Tried those yet? Sorry but I still cannot see your problems with this change. It is not neccessary at all for EQ2 to turn into WoW for both casual gamers and the ones that have more time to play, to have equal fun. It can be done and the way I see it, this is exactly what will be happening. But to force players to group will never work. "...sure you can solo decently if you want to, but grouping is 2x more efficient.."   is far from being a viable option, in the practical sense. MMORPG means multiplayer, yes I am playing with other players and you. It however does not , and should not mean I have to be in a group with other players, or you.
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Unread 04-17-2005, 03:59 PM   #19
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JarredDarque wrote:
Why not just upgrade yourselves and go for the OJ or red solos?Upgrade to a whole new zone even...
 
 
 
because...I have been soloing solo red con mobs since well...day 2 when I started.  and the xp is not worth the effort, neither is the loot.    but it certainly was one green, blue and white^^ mobs
 
 
Soloing green group/heroic mobs has not been worthwhile compared to soloing blue/white/yellow solo mobs for some time now.  It is not even close.  Sure you get more experience for green group mobs, but they take MUCH longer to kill.  It used to be better solo lower group mobs, it is no longer more efficient and hasn't been for some time.
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Unread 04-17-2005, 04:13 PM   #20
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Well it's all about balance. I love to group but i also like to chill sometimes and solo. Having separate mobs for group and solo does create problems and its a pity they went this route. As long as they put equal measures of both in zones though ill be happy. Lavastorm could use some more solo encounters in my opinion. It's a very quiet zone on my server at the moment and the pickings are slim, once it gets more popular it will be a horrible place to try and solo.
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Unread 04-17-2005, 07:24 PM   #21
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"They changed it because a 29 monk with semi decent gear, a few rares, adept3's.  Nothing fabled can solo a green con ^^ spider at the ent of RoV.  Essentially I pull, go AFK and come back when the battle sounds stop and do it again.  45% xp with vitality doing that last night and I didn't have to do a thing" - Bewts
 
This is exaccly why they are doing the combat changes. I am a level 30 ranger, and I cannot fight a green ^^ mob without dieing, ever.  Where I listen to you who is 29, and has overlap on the scout class saying they just sit there really puts the combat changes into prospective for me. No class should be able to solo heroric mobs ever. SoE is doing just that. If you complain that the game is to much of a challange, find another way to do things to make it less of a challange.
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Unread 04-17-2005, 11:19 PM   #22
Miral

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Arghius wrote:

No, I don't play on test, however since the powers that be decided to beta something on the live servers I came here to feedback their beta.

The biggest problem I see is that you have these solo mobs intermixed with these harder mobs.  Soloers can't get to them because the ^^ mobs will kick their butts, and the group that can do the ^^ mobs just consider the solo mobs a nuisance.




huh ive gotten to plenty of solo content since the overland population change. In fact, I've actually been able to almost uncover the entire TS map fighting solo mobs that are blue-orange to me... Ive seen a ton of group mobs during that time, but they have not once interferred with my progress. Well, once, but that was my fault (never run forward while eating irl, with the camera pointed behind you [Removed for Content])
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Unread 04-18-2005, 07:11 AM   #23
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I agree this is a very bad move.
 
What really should have been done is make a heroic version of all these zones and if you want say this easier zones they implemented.
 
It is no way even close to as much XP if you duo say for example my fiance and myself do on our alts in TS in the mid 20's at the moment and I have to kill almost 3 times the amount of mobs as I did killing a blue ^^ mob. To say its faster chain killing solo mobs in a two person group that I have tested over and over since the changes just isn't true at least for my combo of a Druid and Troubador.
 
We have not logged in on those toons or for th emost part our mains since this was done as we enjoyed duoing and making good headway on the double arrow mobs, sure there is some out there but it isn't as consistant level wise as it should be,
 
You could at one time go down the path from the docks in TS and kill at level 25 ^^ blue, white, green mobs no problem all day long with solo ones blended in, now there is zero ^^ arrow mobs at all in this area. The next place to head for those is giants and giants are higher level for the most part and will kick your butt compared to these skels and such so it is out of balance from what I see.
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Unread 04-18-2005, 08:49 AM   #24
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for one thing why did they change some of the ^^ to solo mobs that in my opinion din't need changing in the first place becuase there are tons of solo mobs same lvl wandering all over place allso gaints in ts should not be solo those areas of ts should be group areas not turn the entire ts to solors playground i say they went over board centuars are one thing but why did they have to change gaints ?

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Unread 04-18-2005, 11:36 AM   #25
Miral

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only a few of the giants are solo, once you get in my the chief, theyre all groups like before.

 

the only thing I hate about this is some if the down arrowed groups. plays hell on scouts that need to attack from behind... can usually only get it off on one of the monsters, and then its usually way overkill... at least with a predator's shadow blade adept 1... but solo content, bring it on by the truck full.

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Unread 04-18-2005, 08:18 PM   #26
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i like this change. the outdoor zones are now good for soloing, doing all these little quests, duoing etc. you're able to explore these zones on your own if you want to. some spots still have heroic mobs.if you want a more challenging fight with granted heroic mobs, go to some dungeon.a good way to not abuse soloers or groupers. there are zones for each kind of gameplay now.
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Unread 04-18-2005, 10:20 PM   #27
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I hate the changes as well - why removing these heroic encounters when you can add more non-heroic ones? why? I guess it was more simple for SOE to toggle a MOB property and make it non-heroic than adding new non-heroic ones - there are zones I NO longer go cos' there is NO challenge - I could solo heroic briarpraws in EL with a real challenge (close fight) or duo them was also challenging as well - was fun - now am skipping this zone and going to RV...In fact, the solo situation is worse IMO - there is NO more challenge - either you have to solo easy mobs (non-heroic) or now you have to group to solo heroic mobs which are 2-3 levels above you - I think it's great to group but I should not have to be forced to group when fighting an heroic encounter - these changes have removed the solo FUN - with these changes and when I was a 36 SK I could solo (like many others) 40 nightbloods easily (no challenge whatsoever) - I can't solo the 39^^ or 40^^ as I have to group obviously - so tell me how these changes have improved the solo part when they actually destroyed a lot of the fun (at least for me) - if others are enjoying killing non-challengin encounters, then good for them I guess....
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Unread 04-18-2005, 10:29 PM   #28
Miral

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well som epeople have different ideas of fun. personally I don't think spending several minutes per fight is fun, expecially when one resisted root can kill me. I prefer to pick my fights, small, varried, quick. Nothing says power like wiping out the entire population of a species in a matter of minutes!
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Unread 04-18-2005, 10:32 PM   #29
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Miral wrote:well som epeople have different ideas of fun. personally I don't think spending several minutes per fight is fun, expecially when one resisted root can kill me. I prefer to pick my fights, small, varried, quick. Nothing says power like wiping out the entire population of a species in a matter of minutes!

I respect that Miral but removing what others enjoy doing is going to make people unhappy - SOE could have added new encounters instead of removing some...

Message Edited by Pheebau on 04-18-2005 11:32 AM

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Unread 04-18-2005, 10:37 PM   #30
Miral

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they didnt really remove much, they mostly just moved stuff around, changed a few things between solo and heroic, and actually added stuff on either side. The only thing that seems to be removed is Highland stalkers (which I still havent gotten a reply on them fixing... one of the centaur lords quests requires these)
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