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#91 |
Join Date: May 2005
Posts: 21
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![]() Please release this brilliant balancing and let it smite all the wicked who are against it
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#92 |
Loremaster
Join Date: Nov 2004
Posts: 350
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![]() This is just a precursor to an NGE. Sooner or later the devs will say. "There's just too many classes to balance. So, we're removing most of the classes from the game and only the classes currently in EQ1 will remain in EQ2." Problem will be deciding which Bard stays in game(well not really now since Troubies will suck more after LU24), which cleric stays, which shaman stays, which druid stays, which monk stays, which sorcerer stays, etcetera. Message Edited by Suraklin on 05-26-2006 03:40 AM
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Relax...it's just an update for the patch to fix the nerf that nerfed the fix for the update of the patch that broke the fix that was fixed on the previous nerf they called an update... Friends don't let friends ask for another classes nerf. |
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#93 |
Join Date: Apr 2005
Posts: 108
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![]() Shuders at the thought, How about some fun with this one, how about for the first few weeks there is some magic event covering the whole world and everyone's class changes to Troub, then maby those that are hardly affected will be in for some fun and can walk a few miles in there shoes.
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Resident of Highkeep. Now Butcherblock Troubador of the 70th order. Warden of the 70th order. Coerser of the 42th order Warlock of the 42th order Beserker and Templar of the 23rd order |
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#94 |
Join Date: Nov 2004
Posts: 168
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This is spin. We can read what he wrote and decide for ourselves. I'll take that bet, BTW. Just get the real numbers. From what I see anecdotally there are a lot of people coming to EQ2 from WoW because they want more and they're tired of nothing to do at the level cap and the myopic focus on combat in that game. With the rave review they got in the latest CGW even more people will be trying EQ2 out. Check your newbie zones.
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Lydiaele Winteriver 61 Templar/70 Weaponsmith |
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#95 |
Loremaster
Join Date: Nov 2004
Location: South Qeynos
Posts: 294
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My point of even bothering to respond to this original post was to point out that people should calm down and see / play with the changes before they post they have just cancelled their account BEFORE a proposed change has become an actual change.
And if you want to play a game that never evolves or changes... go play a FPS in GODMODE.
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![]() Malificant 90 Dirge - 90 Carpenter - Leader of Arion Unrest Server Hamsandwich 90 Mystic - 64 Weaponsmith Tenal 82 Warden - 74 Tailor |
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#96 |
Loremaster
Join Date: Nov 2004
Location: Austin, TX
Posts: 124
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#97 |
Loremaster
Join Date: Nov 2004
Location: South Qeynos
Posts: 294
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LOL Bassist, you rock :smileyvery-happy:
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![]() Malificant 90 Dirge - 90 Carpenter - Leader of Arion Unrest Server Hamsandwich 90 Mystic - 64 Weaponsmith Tenal 82 Warden - 74 Tailor |
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#98 |
Join Date: Apr 2005
Location: Temple City, California
Posts: 37
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![]() again i have to say... so much for the "system" they thought they had for everything. here we are months and months after the BIG update here... the BIG update there.... and they're still making major changes. SOE says back in DoF: "we got a system for CA's, spells, etc. now!" -- yea sure "we got a system for item stats now!" -- again, yea sure "we got a system for system? system my @$$ hahaha
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#99 |
Loremaster
Join Date: Dec 2004
Posts: 144
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Whether you agree with Aonein's points, or mine, or whoever's, you have to admit that SoE keeps doing major changes to the game mechanics that are far too sweeping and drastic to be considered "tuning". Now, if you follow this point, you will understand why people are canceling before testing out the new stuff... wait for it... wait for it... We are tired of having to pay to test a product that should not have been released when it was, and appearently still should not have been released. The constant changes prove one thing, the devs have very little if ANY idea where they want this game to go, and instead of picking a path, are doing a buffet style pick and choose, but instead of even coming back to the table and eating what they've chosen, they decide its no good halfway back to their seat, and instead dump it all on the ground and go pick new stuff to put in its place. And, just one more time in the hopes that you will finally understand what a lot of us are saying, and even repeating in every one of our posts... Those who are upset and quitting for the most part are not doing so because of the upcoming changes with LU 24. They are quitting because they are tired of SoE Devs changing the "vision" of this game every 3 months or so and revamping charachters so that we have to "relearn" how to play a level 70 toon we've had for 1.5 years now. There is absolutely no reason for us to "test" any of this new stuff, because as the history of this game shows, it will just get changed again within the next 3 to 6 months, and we are tired of it. Do you understand now? Message Edited by Cynto on 05-26-2006 05:15 PM
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![]() ~The once hard-core, now soft-core EQ2 player.~ A much less grumpy crafter still plying his trade since 11-8-04. |
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#100 |
Loremaster
Join Date: Nov 2004
Location: South Dakota
Posts: 78
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Took the words right out of my mouth! Cheers!
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90 Troub - 81 Ranger - 86 Warden - 90 Necro - 80 Guardian - 80 Palidan - 82 Bruiser - 76 Assassin |
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#101 |
Loremaster
Join Date: Nov 2004
Posts: 1,673
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Honestly who gives a flying shiat what a review says, its someones personal opninon, i dont buy games based on other peoples opninons except my own. Check my newbie zones? are you kidding me? There ghost towns up to Feerrott, if you dont roll alts with friends / guildies, your soloing majority of the time.
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#102 |
Loremaster
Join Date: Nov 2004
Posts: 1,673
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Your totally cluless.
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#103 |
Loremaster
Join Date: Nov 2004
Location: South Qeynos
Posts: 294
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![]() I went back and re-read many of the posts. Sprinkled in among the useful posts are several that simply say things like: From Kurgor : Moorgard wrote:
I have to /qote that seperatly. Plz tell me ... in your godlike wisdom ... HOW THE HECK do you think that decreasing spell durations, lowering resistabilities, increasing recast timers, decreasing our crappy DPS even more and increasing casting times of all stuns, stifles and mezzes will make "control abilities" more meaningful?????? People will give a [expletive haxx0red by Raijinn] on Chanters anymore, because they are completely useless now ... MANY MANY THX SOE FOR RUINING A GOOD GAME ... I m out of here Message Edited by Kurgor on 05-24-200602:22 PM __________________________________________________ ________________________________________ Finrodt, 70 Illusionist, 35 Jeweler Oceal, 50 Guardian, 9 Artisan
And this from Elephanton: If LU24 goes live with all proposed combat changes, I will cancel my account also (account age is almost 2 years). And that would be my vote. Message Edited by Elephanton on 05-24-200605:46 AM
And yes, several people were saying they were tired of the constant core changes, but many more were basically saying "YOU ARE NERFING ME, I QUIT" So, I understand you YOU are saying. I already said I agree that wholesale changes have to stop. What I originally was saying is that I had an issue with people saying "you're nerfing me I quit" before they even see how it really really effects them. Can you understand now?
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![]() Malificant 90 Dirge - 90 Carpenter - Leader of Arion Unrest Server Hamsandwich 90 Mystic - 64 Weaponsmith Tenal 82 Warden - 74 Tailor |
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#104 |
Loremaster
Join Date: Nov 2004
Posts: 1,673
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Time to open your eyes a tad.
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#105 |
Loremaster
Join Date: Dec 2004
Posts: 2,727
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![]() Absolutely, completely, totally Agree. |
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#106 |
Loremaster
Join Date: Nov 2004
Location: South Qeynos
Posts: 294
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I'm not calling anyone dumb or stupid or telling them that they don't know how to play their classes. Other posters have done that enough. There are several people who posted that they haven't tried the changes themselves and the only preson I specifically recall saying that they play on Test is Bassist and he presented a direct report as to the changes and how it effects his class and his gameplay. And yet, he said it wasn't so bad and he wasn't quitting. Its the same thing as before LU#13 hit and the proc nerf. Way too many people screaming and not enough first hand experience. And these changes aren't anywhere near as dramatic as LU#13 was. You don't have to learn to use totally new spells and abilities. Spells and abilities haven't been completely changed from what they were before like they did with LU#13 (well, looks like a few have). Anyway, if people want to quit over something they haven't personally experienced, thats their business. Far be it for me to say they should try things out before they make a decision. They probably buy cars without test driving them too.
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#107 |
Loremaster
Join Date: Dec 2004
Posts: 144
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Now, with that out of the way, I just want to say that picking two people stating that they are quitting due to these changes is a rather easy thing to do, as there are a several of them. I never said that all the people quitting were doing so because of the constant changes, that would be foolish, because there are several that are just [Removed for Content] about LU 24 in particular. However I bet you I could find a much larger number of posts from different people saying they were quitting because LU 24 is the straw that broke the camels back. There will always be some whiner that posts and says he is quitting if X change goes through, its the nature of MMORPG community boards, since a large body of the posters tend to be whiners that can give no constructive criticism and only want to @#%&! about whats coming down the pike. In the overall, people quit for different reasons, BUT, as time goes on I only see more and more people posting that they are quitting due to the constant changes. It is a growing problem, and LU 24 is just another in a long line of rather drastic changes, not as drastic as LU 13 perhaps, but pretty drastic none the less. In the end, it dosn't matter if anyone agrees with me or not, because the problem does exist, and if this keeps up it will only get worse. And honestly, there may be some people coming in from WoW or other places as new players, but on my server we've been having high end guilds merge together just to keep moving forward, and my guild has been having a hell of a time finding new people to fill our ranks. So i've yet to meet many of these "new" players coming in as old ones get fed up and leave.
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![]() ~The once hard-core, now soft-core EQ2 player.~ A much less grumpy crafter still plying his trade since 11-8-04. |
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#108 |
Loremaster
Join Date: Nov 2004
Location: South Qeynos
Posts: 294
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![]() Indeed.
And now this thread is 5 pages long and the debate kept alive. Perhaps someone will read it and think about what has been said.
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![]() Malificant 90 Dirge - 90 Carpenter - Leader of Arion Unrest Server Hamsandwich 90 Mystic - 64 Weaponsmith Tenal 82 Warden - 74 Tailor |
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#109 |
Loremaster
Join Date: Mar 2005
Location: Seattle, WA
Posts: 636
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Well, I read all of this. 5 pages of it. It's sad. As I stated in another post, what makes me angry is that the folks who make this game have a "vision" of what is supposed to be able to be accomplished by different sets of folks - and have developed a "con" system that they enforce with nerf after nerf if people find ways to work around this system.What this "update" accomplishes is further reducing the effectiveness of crowd control abilities in the game, and the classes hurt the most by this update are the enchanters. Other classes that depended on the ability to stun, stifle or otherwise lower the damage done by a mob, even for brief moments, to survive in solo or small group scenarios are also hurt. And sustained DPS pet classes are also getting hit directly by this update.What I can't do is sit by and watch this game turn into a completely bland button-mash FPS style combat game where everyone is essentially the same. This isn't fun. It's not interesting. It's boring and repetitive.What I find interesting is when a character has a set of tools at his disposal and it's up to that person to figure out how to use them effectively against the AI (and humans on pvp servers) opponents. I want skill and creativity to be a factor. Mobs should feel like challenging opponents that behave somewhat intelligently instead of innamiate objects that stand there and let you kill them. PVP should feel more like combat instead of he-who-brings-the-biggest-gank-squad-with-the-highest-levels gankfests we have today. Flatly, I want strategy and skill to matter in the game.What SOE is saying with LU13 and 24 is that they are not able to make content that challenges the creative and skillful players who have mastered their classes and abilities, and the only way they know how to up the difficulty level is to lower, or in some cases completely change the role and abilities of classes in the game. I, for one, enjoy a challenge, but it feels like every tool that I learn to use to be effective gets taken away. Frankly, I've never seen a group stun-lock an encounter. I'm sure it's theoretically possible, and I'm guessing that the developers who wrote the game could sit in a room together and manage to do it. But in practice, I've seen Bruisers be able to tank for a group because of his ability to stun and further avoid taking damage. I've seen enchanters turn horrible situations into victories because they could control adds. I've seen some scouts able to duo some heroic content because they could stun and use their positional abilities if they were quick enough. And I've seen skillfully played pet classes able to out damage less able wizards in certain long raid encounters. What I hear SOE saying over and over again is that pushing the limits of the classes by using abilities at your disposal in creative ways is just not allowed.This leads to a pretty boring, almost scripted game where encounters become just pure "win by pushing as many random buttons as fast as possible" sessions. This to me, is very boring and tedious. If this is, in fact, the vision of the game (as it very much appears to be based on the past 2 major reworking of the combat system) this game has no future for me.As of right now, I've canceled my account. What I'm looking for is a game that sets up the scenario and gives me a set of tools to work with and then lets the simulation work itself out without heavy handed enforcement of "the vision" of the game. I don't think this game exists today. When it does, I'll stand in line to play. Until then, good bye.
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Fyste, 74 Bruiser | Dyre, 72 Assasin | Locus 73 Defiler | Keanu 70 Fury | etc. {Nagafen} Bruisers... steadily taking up the rear end since LU24 --- say NO to FD NERF 2007 |
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#110 |
Loremaster
Join Date: Nov 2004
Location: Agent of Chaos Guildhall, North Qeynos, Splitpaw.
Posts: 1,239
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I'm fed up of having my main characters nerfed into oblivion. I retired a 50 Templar with LU13, I struggled thru the last year with my Warlock ~ all the time wishing I'd been a Wizard, since I reckon they'd be much better in partnership with a Necro. I'm outraged that developers are not telling the TRUTH behind their decisions. Control changes are not being made because full groups are co-ordinating stun-lock. Full groups are owning five heroic encounters at a time without the use of control spells. I was recently in a full group (Guardian, Fury, Monk, Dirge, Necro and Warlock, all 69/70) in SoS and we ran through the corridors dragging several encounters together. Not once did we control encounters. We just used DPS and slaughtered them all. There was no communication between players as to tactics. At one point, thanks to a monk training thru, we had five encounters on us and while we were dealing with the last one, this inconsiderate monk came back through with another bunch of encounters!! We coped admirably and never once broke stride. Now, small groups ARE using stun lock tactics to survive tough heroic encounters. My own duo, Necro/Warlock, depend upon stun lock towards the last half of an heroic encounter because either the pet will die (because heroics hit really hard against things with no mitigation :smileytongue: ) or because I will have aggro! These changes are a direct kick in the teeth for duos and small groups who are engaged, on a knife-edge, with heroic encounters. Where the slightest thing can mean failure. Players training socially aggro mobs thru our fight. Lag. Under-conning mobs tearing thru the pet. Not being able to pet pull anymore. The pet not engaging, because the mob is on one stair lower. There's already enough risk involved for us. These are problems that need to be fixed for small groups waaaaaay before any nerfs get handed out.
So, I'm still waiting for the truth, for the developer confirmation that this game (and its heroic content) is out of bounds for duos. Since I already suspect that to be the case, both accounts of my partner and I are cancelled.
DUO FTW ELSE SOE LOSE
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#111 |
General
Join Date: Nov 2004
Posts: 136
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![]() Exactly what I think, and I think (my opinion, I can say my opinion here correct?) it's pure laziness on the developers part to say we are going to nerf the tools that the players are creatively using to beat the system we developed. I also think it's also a little bit part of ego-trip thing too. That sort of, "Bah, they beat us. Let's nerf the hell outta them. Don't they know they are supposed to be playing the game this way. How dare they actually use the tools we gave them to play the game another way!!!"Instead of nerfing, they should be congratulaing the people who figured out that little chess maneuver and got around the usual group combination of tank, dps, healer to defeat their content. And then they should be figuring out a way to beat the players using the tools at hand, you know, a little AI programming? |
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#112 |
Join Date: Nov 2004
Posts: 46
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@Isard: I wrote that because there is no need for me to wait for this changes to go live. Why? Because there is no trade-off happening here. There is no deal like "SOE takes away something from Enchanters and they recive something else instead". If that would be, I probaply would wait and see if the new spells and skill would be worth the loss of my old ones. But that does not happen. SOE arguments that they do the changes to make CC "more meaningful". And they do that by nerfing all and every spell that does mezzes/stunns and stifles? The core-abilities of Enchanters! And we get nothing for it. I already know that. It was in the patch notes. I paid much pp to upgrade all my important spells into Master 1 only to discover that they are becoming wothless now. Example? Right now my Mezz Master 1 has a resitability of 30% ... with the changes it has 9% ... it has a duration of 50 sec... with the changes it has 40 sec. I can go through that with every spell. All are gettin worse. BUT: I dont get anything else for it .... nothing that is even close to the benefits I currently have. So, I already know what will change and how this will effect me. So why should I wait till it goes live before I quite playing EQ2 ? There´s nothing to test here. Echanters dont get some new spells instead to try out or such. Only our current spells are gettin worse. Edit: Like to put in this picture: It´s like you are living in a house with 5 rooms. Now someone comes and take away 1 of this rooms giving you nothing instead AND tells you it would be the best so. And now I would come and tell you: "Dont complain now! Wait till they have taken away that room and try it. After that you can complain." Does that make sense? Message Edited by Kurgor on 05-29-2006 03:13 PM
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__________________________________________________ ________________________________________ Finrodt, 70 Illusionist, 44 Jeweler Oceal, 50 Guardian, 9 Artisan |
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#113 |
Loremaster
Join Date: Nov 2004
Location: South Qeynos
Posts: 294
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![]() Despite the fact that they are taking away and not giving back, do the changes you stated make the game unplayable to you? I guess to me that is the bottom line question. Does the rest of the game provide enough enjoyment to you that you can still play despite a reuction in your abilities? While no one like nerfs, myself included, are the nerfs so much that you can't play anymore?
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![]() Malificant 90 Dirge - 90 Carpenter - Leader of Arion Unrest Server Hamsandwich 90 Mystic - 64 Weaponsmith Tenal 82 Warden - 74 Tailor |
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#114 |
Lord
Join Date: May 2005
Posts: 482
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I'm fairly indifferent about LU24, I hate to see my favorite stun (Blackjack line) take such a hard nerf, but I like the tradeskill changes, It'll make it faster and less mind numbing to raise my Alchemist and Provisioner so I can save my cash for the huge [expletive haxx0red by Raijinn] mending costs I have. I also think it's dumb the devs are removing the resistance potions and replacing them with stupid ward potions, resistance potions aren't anywhere near overpowered.
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Desann: 70 Brigand Bossk: 70 Inquisitor |
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#115 |
Join Date: Jun 2005
Posts: 100
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![]() I had so much fun playing my Bruiser before, now I feel like somebody killed him. It is not going to be the same eMe after LU24. I don't want to le-learn and adjust again, I know SOE there'll be another big change in a few month and this will never end. So, I'd rather cancel my 550+ days account instead and find another game.
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#116 |
Loremaster
Join Date: Nov 2004
Posts: 275
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![]() Lol, there's even a typo on this. This is a screeny from my boyfriends account. Mine to follow shortly. The nerfs to stuns and especially the reduction to the duration of mage/summoner roots is too much for us. We're not re-subscribing unless there's a complete withdrawal of the intent behind LU24.
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#117 |
Loremaster
Join Date: Mar 2005
Location: Seattle, WA
Posts: 636
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![]() The answer to this is a resounding "yes" for an enchanter who enjoys crowd control - me.As it is today, my lowbie enchanter has a Mez that takes 1.5 seconds to cast, can be recast after 6 seconds and holds for 25 seconds. While these may seem reasonable to folks unaccustomed to crowd control, that 7.5 seconds it takes to get a second mez off in a bad situation seems like an eternity. With a measly 25 second duration, it's fairly difficult to keep more than 3-4 mobs locked down, and game play is more like a bard than an enchanter at that point. Sure, I have a root, stifle and a couple of long cast time stuns to throw into the mix, but all in all, doing serious crowd control, even at the lower (aka easier) end of the level spectrum is almost impossible. Combine this with most players (and obviously some developers) attitudes that this should be an AOE centric maximize the DPS to destroy all encounters in a blink of an eye game, and you end up with at least one enchanter thinking "what's the point of my class?". And then, mix in the nerfs to cast times, recast times, durations and resistability coming in LU24 to the majority of my abilities, and what you end up with is at least one less enchanter to kick around. Message Edited by silentpsycho on 05-29-2006 12:21 PM
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Fyste, 74 Bruiser | Dyre, 72 Assasin | Locus 73 Defiler | Keanu 70 Fury | etc. {Nagafen} Bruisers... steadily taking up the rear end since LU24 --- say NO to FD NERF 2007 |
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#118 |
General
Join Date: Feb 2005
Posts: 5
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I must be blind as I cannot see any typo?
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#119 |
General
Join Date: Nov 2004
Posts: 19
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As another enchanter who enjoys crowd control, I'll ask you another question. Have you taken a good, hard look at these changes before coming to that answer? I don't just means scanning through a list of spells that have had elements nerfed. I mean have you looked through the spell list and considered just what the actual impact of each change will do to your playstyle? The duration of mez is reduced, but how often are you really pushed to the limit for the number of targets you need to control? Our encounter mez is reduced, but how often do you truly need to mez more than one encounter plus whatever you can pick off with single target mezzes? Resistances are increased for most of our encounter control spells, but in practice will this make resistances excessive, or will the spells retain their practical effectiveness? Against tough single target heroics, have you considered how the use of the new Daze ability will offset the loss of stun durations? My suggestion is to take the negative responses with a grain of salt, to evaluate the changes within the context of your own playstyle, to voice your concerns where you see something that's potentially harmful to your gameplay, and finally to see the impact in practice before making too strong of a judgment on the big picture. As an illusionist who usually plays in small groups, the overall effect on my gameplay actually looks pretty small based on the raw data, with some wiggle room depending on how everything fits together in the overall context of things.
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#120 |
Join Date: Nov 2004
Posts: 53
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As a wizard, I'm looking forward to LU24. For once we're not the main target of the nerf bat.Getting boosted by others being nerfed is fine with me, wizards (and warlocks) need help.
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I'm sorta back.Dead 62 Brigand of Nagafen Sempiternal "Most people want to be the guy with the title. That's a fair and reasonable goal. It's just not those guys I respect and remember." -Vroheem of Talisman http://www.ccdplace.com/marantz/gnome.jpg |
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