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Unread 06-13-2006, 02:02 AM   #91
lillin

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Geekyone wrote:
More mini games.
 
You almost did a good job with the Gamblin Goblin game...that usually takes 2 or 3 of my gold and 10-15 minutes.
 
Take the addictive atributes of gambling one step further.  Make a couple places in each city a zone (kinda like the old sub-class quests)  that is a sort of casino.  Blackjack table, roulette, Poker table, Gamblin Goblin.
 
SoE want's a money sink in EQ2...a casino of sorts is where it's at.  Can't really be breakin' any laws here can ya...everyone uses the money they find in game (which is fake) and uses it to try to win more (fake) money.
 
Timesink, and a moneysink...what more do you want SoE.  Make it an instanced zone in QH and EFP and there ya go.



/agree

Would love more social games, give players to interact and just have a different kind of fun.

Letting players gamble could be fun as well although i am still working out some if's that can be bad in this situation.

Gambling would be ok on the non - exchange servers but on the exchange servers might actually break some laws.  I heard recently that online gambling is under the microscope of politicians so who knows.

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Unread 06-13-2006, 03:50 AM   #92
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EvilAstroboy wrote:
Sorcerers and summoners are meant to be in the same tier.

No they aren't.  Even Moorguard knew that when he posted the infamous DPS tier chart.  And yet the producer says he has no problem with them doing more damage than they should be as a 2nd tier DPS class.As I've said before, it is unbalanced to have a pet class at the same DPS level as a non-pet class mage without balancing that with extra advantages for the non-pet class.  This should be OBVIOUS.  Sorcerors have no such advantage and do substandard damage for a top tier DPS class.  This is a key issue SOE has ignored for many months.  And from Gallenite's post, one they plan to continue to ignore for whatever misguided reason.
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Unread 06-13-2006, 04:27 AM   #93
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curtlewis wrote:

EvilAstroboy wrote:
Sorcerers and summoners are meant to be in the same tier.

No they aren't.  Even Moorguard knew that when he posted the infamous DPS tier chart.  And yet the producer says he has no problem with them doing more damage than they should be as a 2nd tier DPS class.As I've said before, it is unbalanced to have a pet class at the same DPS level as a non-pet class mage without balancing that with extra advantages for the non-pet class.  This should be OBVIOUS.  Sorcerors have no such advantage and do substandard damage for a top tier DPS class.  This is a key issue SOE has ignored for many months.  And from Gallenite's post, one they plan to continue to ignore for whatever misguided reason.

ROFL. Look this is for constructive criticism. If you wanna cry about the only balanced class left in the game, go right on ahead, in another forum. Or at least post something that SLIGHTLY would benefit the game. Thanks.
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Unread 06-13-2006, 05:17 AM   #94
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Drdog98 wrote:



Second, for those of you who’ve not picked up any of the expansions to date and are still level 50, when you pick up TFD, you’ll be able to advance to level 55 in both your Adventure and Tradeskill levels. 



Just to be 100% sure. This means that the content for TFD begins for lvl 50 and one who is 50 could level up solo, duo or group to 55? without leveling in another expansion/area?


I ask mainly because I left shortly after DOF expansion. I hated it with a passion and I am sorry I felt that way for those of you who put in a lot of hard work. But I have been thinking of coming back to the game and if TFD does provide me a way to by-pass DOF and go to 55 so that I can then adventure in the latest expansion (which I hear great things abour) it would end my debate about returning or not. Thanks in advance.

Message Edited by Drdog98 on 06-09-200609:40 PM



Accually TFD is designed for players 55-70 so you will beable to experiance a small sampling of the TFD content, however you CAN get to 55 without visting DoF, by grinding in EF and LS, then just get KoS and you can lvl to 70 without visting DoF as KoS is also 55-70(though not much 55 content).
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Unread 06-13-2006, 05:27 AM   #95
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YubiMusubi wrote:


Gallenite wrote:

The change is that Summoners are no longer outdamaging Sorcerers across both of these types of group configurations the way they previously did.

- Scott




LOL.

There is no way a Summoner can consistently out-DPS a Sorceror in a level-maxxed 2 man group on the live servers right now ~ and to such a degree that it would need "fixing". The Sorceror would have to be asleep at the wheel.

My examples are specific, unlike your "data".

Level 70 Necro/Warlock vs. an heroic encounter with multiple mobs. Warlock will out-dps the necro and their pet (the tank pet) on all but one of the mobs, the primary target for the tank pet, where their dps will be about even.

Level 70 Necro/Warlock vs an heroic encounter, single ^^^. DPS will be even, once all the pets' dps is added to the tiny amount the necro does.

You can replace a conjuror for the necro in the above examples with a very little increase in DPS, but the Warlock will still own the multiple mob encounter.

Level 70 Necro/Wizard vs. any heroic encounter, but especially a single ^^^ target, and the wizard will outstrip the necro every time.

 

These are green/blue run of the mill heroic encounters, not named and under-cons or yellow heroics (when other tactics need to be employed). This is using the TANK pet to tank and hold aggro, while the conjuror keeps the pet alive, and the Sorceror provides the bulk of the dps. Also, don't forget that a sizable chunk of the tank pet's dps in the sample is provided by the Warlock's NIHILISTICS and VENOMOUS RUNES, that damage is accredited to the pet (and therefore the summoner).

 

As far as a 2 man group doing solo mobs, the summoner will usually out-dps the sorceror due to the long cast times of the sorc's spells and the refresh rate on the bigger nukes.

 

Of course your data won't be as specific as my examples ~ under level 50, Sorcerors, especially Warlocks, are tremendously under-powered compared to Summoners. I would guess there's more under level 50s playing than there is over, and that's going to sway your stats considerably. Even the failure to take into account the Sorceror's buffs on the pet is damaging the credibility of such parsing.

No, the only way to check how one class stacks up against another is to play them both, especially at maximum levels ~ and even then, this is a PvE game. Supposedly co-operative ~ the final judgement is: "Do both characters bring the same degree of usefulness to the group?"

If you break them as a team, then you're not doing either of them justice.

So I'm just wondering, if a level 70 2 man group finds it challenging to take on blue/green heroics on live right now, how will it be when you've nerfed the Warlock's control ability and nerfed the necro's tank pet?

Wait and see? Nah, I can't be bothered. You test it, you sort it out. When the duo is viable, my partner and I might be back.

 

 




UM in your exsample the Summoner is the TANK(tanks are not suposed to DPS), Throw a REAL TANK in that Mix pull out your Spell Caster Pet and guess what... YOUR DPS WILL SKYROCKET!!! Ofcourse you do less DPS when Playing your Summoner as mini-Pallidan as aposed to a damage Dealer, you should thats the whole Point of having 3 types of Pets Prue DPS, DPS that can Take some hits, and Tank.

BTW, your Specific exsample is PART of thier "Data" as ALL encounters are Parcered by them and turned into useful data. Also your Specific exsample was not even Referanced by Scott as he was speacking about 3-4 Man groups and 5-6 man groups. To people playing together is called a Duo and falls under the solo/Duo heading.
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Unread 06-13-2006, 12:42 PM   #96
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"Thanks.  That's one of the things we're looking at, exactly.  We don't want the downsides to be arbitrary."You don't want the downsides to be arbitrary?"Having left the protection of both Lucan and Antonia, Exiles are open to attack by everyone outside of their own group/raid, regardless of level.  You will only find protection within the caves of Haven."Explain this then.  You want Haven to be temporary, but you put a rule in that will prevent players beneath level 65 from leaving Haven, period?  Bottomfeeding is the law in PvP, try dinging level 10 in the caves on a PvP server during peak hours, see how many seconds you last before a level 18 scout ganks you.  This PROBLEM is being addressed in LU24, but apparently you decided to counterbalancing that by letting level 70s gank a poor level 10 exile?!This is not a logical downside, this is a violation of common sense- normal PVP level ranges should apply to exiles.Edit: fixed a grammar trainwreck.

Message Edited by SladeBlackstone on 06-13-2006 01:43 AM

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Unread 06-13-2006, 05:33 PM   #97
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I don't have time to read through all of this...but since when were summoners supposed to be t1 dps. I thought that was reserved for predators and sorcerors, where as summoners and rogues were t2 with a bit more utility based spells.
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Unread 06-13-2006, 08:18 PM   #98
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YubiMusubi wrote:

Gallenite wrote:

The change is that Summoners are no longer outdamaging Sorcerers across both of these types of group configurations the way they previously did.

- Scott


LOL.

There is no way a Summoner can consistently out-DPS a Sorceror in a level-maxxed 2 man group on the live servers right now ~ and to such a degree that it would need "fixing". The Sorceror would have to be asleep at the wheel.

My examples are specific, unlike your "data".

Level 70 Necro/Warlock vs. an heroic encounter with multiple mobs. Warlock will out-dps the necro and their pet (the tank pet) on all but one of the mobs, the primary target for the tank pet, where their dps will be about even.

Level 70 Necro/Warlock vs an heroic encounter, single ^^^. DPS will be even, once all the pets' dps is added to the tiny amount the necro does.

You can replace a conjuror for the necro in the above examples with a very little increase in DPS, but the Warlock will still own the multiple mob encounter.

Level 70 Necro/Wizard vs. any heroic encounter, but especially a single ^^^ target, and the wizard will outstrip the necro every time.

These are green/blue run of the mill heroic encounters, not named and under-cons or yellow heroics (when other tactics need to be employed). This is using the TANK pet to tank and hold aggro, while the conjuror keeps the pet alive, and the Sorceror provides the bulk of the dps. Also, don't forget that a sizable chunk of the tank pet's dps in the sample is provided by the Warlock's NIHILISTICS and VENOMOUS RUNES, that damage is accredited to the pet (and therefore the summoner).

As far as a 2 man group doing solo mobs, the summoner will usually out-dps the sorceror due to the long cast times of the sorc's spells and the refresh rate on the bigger nukes.

Of course your data won't be as specific as my examples ~ under level 50, Sorcerors, especially Warlocks, are tremendously under-powered compared to Summoners. I would guess there's more under level 50s playing than there is over, and that's going to sway your stats considerably. Even the failure to take into account the Sorceror's buffs on the pet is damaging the credibility of such parsing.

No, the only way to check how one class stacks up against another is to play them both, especially at maximum levels ~ and even then, this is a PvE game. Supposedly co-operative ~ the final judgement is: "Do both characters bring the same degree of usefulness to the group?"

If you break them as a team, then you're not doing either of them justice.

So I'm just wondering, if a level 70 2 man group finds it challenging to take on blue/green heroics on live right now, how will it be when you've nerfed the Warlock's control ability and nerfed the necro's tank pet?

Wait and see? Nah, I can't be bothered. You test it, you sort it out. When the duo is viable, my partner and I might be back.


"On Test Server right now, the server side DPS logs show that Summoners are in the same neighborhood as Sorcerers in 4-6 person groups.  In 2-3 person groups, Summoners are coming in slightly under Sorcerers. " In a 2-3 man group, chances are that the summoner's pet will be tanking - which is why he said we come in slightly under Sorcerers in that scenario.  In a 4-6 man group the summoner is 100% more likely to be using a DPS pet, which would bring our damage about even with a Sorcerer. You're talking about using your tank pet, which does absolutely nothing to boost the summoners' DPS and which are rarely used in a group situation to begin with.  Heck, I solo with my warlock pet - DoT, heal pet, nuke, nuke, heal pet, re-DoT, repeat as needed-  works very well for anything up to yellow solo mobs and even some green or blue heroics if my heal spells, stuns and swarm pets don't fizzle ><. I think he was speaking mainly of situations where we would be more likely to use a DPS pet rather than a tank pet.
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Unread 06-13-2006, 09:31 PM   #99
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Thank you for the update - I'm looking forward to the things to come. :smileyhappy:
 
Tradeskills and itemization are a large part of LU24, but you didn't really address them here.  Do you have any information to offer us on enhancements to the crafting playstyle, and the role of crafters and crafted items in the future of EQ2?
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Unread 06-13-2006, 10:31 PM   #100
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DarkArrow69 wrote:

YubiMusubi wrote:


wasn't this thread asking for feedback on what we'd like to see next / more of?  come on folks, you're hijacking this with a DPS argument that probably shouldn't be in this thread.
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Unread 06-13-2006, 10:53 PM   #101
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Gallenite wrote:

SOE: We Know Drama


Problem: Coercers and Illusionists are unable to use many of their primary (control) abilities vs. Epic targets, rendering their raid gameplay less interesting than it otherwise could be.

Good hunting.

- Scott



So instead it was the Ranger that is now made to have their raid gameplay less interesting and less needed by groups.
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Unread 06-14-2006, 01:40 AM   #102
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Overall, nice, though I do wanna question one thing:

Gallenite wrote:
  • Soon after that, you’ll be hearing about the next chapter in the story behind the Everling family of Nektropos Castle. 

What exactly does this mean? More content based on Nek Castle, or changes to Nek Castle? I only ask because Nek Castle is one of my favorite zones in-game (although yes, I have my horror stories) :smileyhappy:
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Unread 06-14-2006, 04:03 AM   #103
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having read pages and pages of posts, responses, good points, whining, etc.. i do have one valid question yet unanswered:Why is the "proper corrective action" in the "summoner versus sorcerer" problem (if you can really call it that, most peoples reality has NOTHING to do with a fully fabled level 70 group, but why worry about that?!?!?) to reduce the damage of the summoner? Why not RAISE the dmg of the sorcerer class? There's not a summoner alive that would mind that. Every class, mage or not, look at all the class choices, and make the choice they did, knowing the advatages and disadvatages of each.Everyone expects sorcerers to do top tier dmg, beating everyone else. And because they don't that's the valid reason to nerf the summoners? Treat the disease not the symptom.
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Unread 06-14-2006, 06:15 AM   #104
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Problem: Taken as a whole, Conjurers, and Necromancers, in groups, are regularly showing up as the best damage in EQ2.

Solution: It’s not a bad thing that these classes are top-tier damage. If they’re a little higher than we had originally intended and no new extents are being set, nothing breaks.  It becomes a balance problem that needs to be addressed when these two classes are setting new heights in terms of character power.  After the changes, their damage in groups will remain top-tier, but they should no longer be way out ahead of the pack.

This is largely nonsense IMO.  I beat many of classes in the damage category when I am in groups and I am 99.9% positive it's because I play the class very well, not necessarily because the class is over-powered.  But of course the noobs who can't figure out how to maximize the potential of their class will probably get their way.  :smileyindifferent:

 


*  3) Sorcerors dont get a pet (that is a huge difference)

OK, you obviously have no idea what you are talking about.  Have you ever seen a conjuror's DPS without their pet?  It's total garbage.  I regularily parse my group battles and my air pet generally lands in the 9000-10,000 damage range for a level 69-70 heroic (6-man group).  I lay down all of my dots, maybe the nuke/stun and I generally end up in the 2000-3000 range (if I'm lucky) for the same battle.  My pet ALWAYS wrecks me in damage.  Implying it's unfair that conjuror's get a pet and sorcerors don't is ridiculous, without it this class would be worthless.  And that is also what keeps the class balanced.  If the pet dies (which happens way too easily) DPS goes down the toilet, where-as a sorceror can deal consistent damage as long as they are alive.

Message Edited by StaticLex on 06-13-2006 07:32 PM

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Unread 06-14-2006, 10:46 AM   #105
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I just thought I'd say that EQ2 and PlanetSide are the ONLY reason I pay form my station access account. As far as I'm concerned, these 2 games are the best of SOE.

I'm just floored that Planetside can keep me playing after going on 3 years now... and I'm not bored!

I'm even more amazed at how your changes over the past year with EQ2 have utterly sucked me in. I tried EQ2 a year ago and didnt care for it. I tried it 3 months ago and wondered what was wrong with me! Whatever you did over the past year... DONT STOP!!!

SWG & MxO teams could learn much from your example. Bravo!

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Unread 06-14-2006, 12:11 PM   #106
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Blambil wrote:

having read pages and pages of posts, responses, good points, whining, etc.. i do have one valid question yet unanswered:

Why is the "proper corrective action" in the "summoner versus sorcerer" problem (if you can really call it that, most peoples reality has NOTHING to do with a fully fabled level 70 group, but why worry about that?!?!?) to reduce the damage of the summoner? Why not RAISE the dmg of the sorcerer class? There's not a summoner alive that would mind that. Every class, mage or not, look at all the class choices, and make the choice they did, knowing the advatages and disadvatages of each.

Everyone expects sorcerers to do top tier dmg, beating everyone else. And because they don't that's the valid reason to nerf the summoners?

Treat the disease not the symptom.





As said many times, its easy to lower  here and there to bring one class down to the relative level of the other 22-23.

Dev's also stated they won't just the power of one class, as that leads the ever increasing spiral of uping others to match and then upping mobs as mobs can bt one shotted etc. the other problem is itsn't just sorcerors, summoners are doing more damage than their tier and there for 22 other classes, so its bigger than a sorceror- summoner issue.

What i expect will happen, is similar to the ranger they will make a change monitor for a month or  two and then make other changes as they see fit, SOE take their time about changes to try and get them right, ok not everyone agrees with what they do but atleast they do something,. perhaps once they see where Summoners settle in they will then up sorcerors etc.

I',m glad they don't make rash changes it would be worse than the way they do it now.

I think chaning stuns is a good move overall, rather than just upping mobs HP damage to cope with the pemastuns in some group, the terms used 'langauage' used is being clarify to make it more understandable, and the tactics used by all will improve and require a bit more thinking, which i a good thing.

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Unread 06-14-2006, 12:29 PM   #107
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Well reading the OP it all looks good,simply put EQ2 is by far the best MMO out there
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Unread 06-14-2006, 03:00 PM   #108
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DarkArrow69 wrote:


I think he was speaking mainly of situations where we would be more likely to use a DPS pet rather than a tank pet.



Then why have the TANK pets been nerfed (on test)?

I have no problem with the dps of the scout and mage pets being reined in a little ~ I agree, they are used far more in group situations.

But, in a two man group, and especially a group that comprises summoner and sorceror, the cumulative changes in LU24 to BOTH summoner's pets AND sorceror's control spells are TOO MUCH. Since we're not ever going to invite anyone else into our partnership we have been left with no choice but to quit. Sooner or later, the developers will finally understand that we would rather not play than be forced to play with people who don't listen, who run off on their own then blame someone else, who whine continously, who loot NO DROP stuff that another person in the party could use, who don't know how to play their class or who are just plain %^&*wits. We don't mind sharing the gameworld with them, but I'm not having them in my group.

 

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Unread 06-14-2006, 06:49 PM   #109
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First of all, I would like to give a big thanks to the EQ2 team. They have done a wonderful job with all the updates and fixes so far. The game is getting better and better everyday.
 
I play a Conjuror myself and I agree that our damage is a bit more than what it supposed to be.
 
What I would like to see in the future:
  1. No loading screens between city zones - Why on earth you would need loading screens between city zones? The graphics can be reused since they are the same graphics in every village (well, almost). I believe object loading could be a problem. However, I am sure the EQ2 development team is capable of finding a solution. The number one problem, I have with EQ2 right now is this. I can suggest some possible solutions to this problem:
    1. Pre-loading the objects for the new zone as a player approach a city gate to another village or a zone. Now when the player clicks on the gate to zone into the next zone, the objects are already loaded in memory.
    2. Introduce tunnels or water ways between villages which takes about a minute to go through. When a player enters into a tunnel, start loading the resources in background and when he reaches the other end of the tunnel, the objects are already loaded. Yes, it still takes the same time, but we will be doing something rather than staring at a loading screen.
    3. Load the objects after the player zoned-in. So, as soon as we load in, only the most primitive objects will be loaded, and so we wouldn't see all the items in the zone in their top-notch quality. But, as more objects getting loaded as the time passes, the items will be redrawn with higher qualities.
  2. A way to move all my items in one particular bag from a bank slot into another bag (or just to my personal inventory) at once.
  3. A service registry for tradeskillers. Any tradeskiller who would like to provide services can register here with their level, craftsmanship, and a description where they can specify any specific items or prices they charge. This will enable other players to search the registry for tradeskill or specific items and then contact the person by mails to give an order.
  4. I want to double click on my chat window title bar to open it full screen and then double click on the title bar again to restore it to the original size similar to how you maximize/restore a window on MS Windows.
  5. There is a lot of content still in EQ2 which are rarely being used. Please do content revamps or zone revamps to improve the attractiveness of these areas.

That is all I can think of right now.

Thanks again
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Unread 06-14-2006, 07:36 PM   #110
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One small suggestion.
 
Expand on the /show feature to allow us to customize our apperance a little more.
 
Like /showshoulders and /showforearms, /showhands, ect.........
 
So we can customize our look but still have the benifits of the protection of these armor pieces.
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Unread 06-14-2006, 08:05 PM   #111
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Interesting changes to come, the zones revamp and new quests are fine.

Pretty much all of the big improvement list was done except the meaningful factions which is pretty empty so far and DoF could really need its itemization redone.

One big thing to correct soon would be pvp, ok kill on sight is fine but stuff like a 15lvls difference full group being able to farm old poor gray or the endless brigand/assassin farming on Darathar is bothersome, actually with the football going on for Qeynosians what to do from lvl50+ is easy : log off, seen a friend so bothered of being jumped on at lvl62 by a lvl70 brigand that he logged off right after and he was at full vitality for some days WITH logging on every of them, this pvp system is puking off a lot of people.

Actually playing on my main toon on pve camping iron fang was much more fun than this, log on no one around = log off can't play alone at all at prime hours.

Else on the quests part I'd like the Everfrost/Feerrott/Zek/Enchanted Lands books to be completely tradeable or clickable at all lvls.

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Unread 06-14-2006, 08:50 PM   #112
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SOE: We Know Drama - We know that SOE has nerfed so many best online games already such as Star Wars Galaxies, is this another game your going to nerf so badly?
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Unread 06-16-2006, 10:44 AM   #113
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YubiMusubi wrote:

DarkArrow69 wrote:
I think he was speaking mainly of situations where we would be more likely to use a DPS pet rather than a tank pet.

Then why have the TANK pets been nerfed (on test)?

I have no problem with the dps of the scout and mage pets being reined in a little ~ I agree, they are used far more in group situations.

But, in a two man group, and especially a group that comprises summoner and sorceror, the cumulative changes in LU24 to BOTH summoner's pets AND sorceror's control spells are TOO MUCH. Since we're not ever going to invite anyone else into our partnership we have been left with no choice but to quit. Sooner or later, the developers will finally understand that we would rather not play than be forced to play with people who don't listen, who run off on their own then blame someone else, who whine continously, who loot NO DROP stuff that another person in the party could use, who don't know how to play their class or who are just plain %^&*wits. We don't mind sharing the gameworld with them, but I'm not having them in my group.


Umm, well you seem to be the very very very small minority who are unwilling to adapt your playstyle to any changes that may be thrown at us. Why should SOE cater to the most closedminded customers who can't even take a very small, simple change in stride? My Necro still plays the same as before, because I use my MAGE pet.  It takes a tad more strategy than send pet in, pick in my nose, throw some DoTs, do the riverdance, consider healing my pet and change my mind because my health bar looks better in green than it does yellow, take a nap, wake up, loot chest, repeat - but it's highly effective if you know how to use your utility (YES NECROS HAVE UTILITY! Even in groups!).  More Master Necro spells for me if you leave, so good luck to you in your pursuits!
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Unread 06-17-2006, 03:39 PM   #114
Mazi

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Greetings all! I want to tell the development team that one of the most worst things that made me leave the game in the past were the Conjurer/Necromancer pets aren't impressive. I'm playing the game since november again, after the SOGA models launch, but anyways I'm dissapointed about the Conjuror stuff. For example, I expect that some day, as a Conjurer, I'll be able to cast gods or divine creatures, and not air soldiers, fire soldiers or whatever. I don't want a "Final Fantasy" inside EverQuest II, but you can take a look Final Fantasy XI and see how the Summoner is; they can summon impressive creatures, like gods from every plane of power: air, fire, water and earth. I don't want to get new levels to see my new pet and discover that it's a new but similar pet than everyone found in EverQuest II. Thank you!

Message Edited by Mazias on 06-17-2006 04:41 AM

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Unread 06-17-2006, 09:42 PM   #115
trenor

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hehe betabuffed huggybearxx will be missed dearly gallenite [Removed for Content]!!!
 
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Unread 06-18-2006, 08:48 AM   #116
Dak

 
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Gallenite wrote:

 


 

In the meanwhile, please feel free to reply here and let us know what kinds of things you’re most looking forward to seeing in the future of EverQuest II.


The Dirges returned to the way they were before Nurf-24. Before this screw up, Dirges were a very good tune to play and benefitial to a group, and had a good solo ability. Now they are vaguely useful to a group, and have no solo ability. My lvl 50 Dirge can hardly solo the same lvl opponents now, when he was soloing 4-5 lvls above him. The root on the bow is a joke, root the opponent and it moves freely.

Daze on Lanents is another joke. Daze the opponent and it moves straight torwards you brining every thing on and off the screen with it. That is unless it stuns you, with no break until the opponent has won the fight.

Power usage has jumped way too high after this nurf, giving the Dirge a much shorter time he can keep debuffs and attacks going.  Our in-combat recharge cannot keep up with the usage. Before LU-24 I could keep going ion a fight for over two minutes with enough energy to keep the party/myself assisted, now I can last about 30-45 seconds before drained. If in a raid and things are not going well, and need to help rez friends in the party, then I have to use non-powered attacks only

Then the new crafted items suckl to high heaven. It was hard to compete with the found items in the first place, now we can only make vender trash.

/sarcasim on Sweet upgrade. /sarcasim off

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Unread 06-18-2006, 11:34 AM   #117
Tarryn

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Just a few things I'd like to see, for what little they're worth:

1. Add some damage to Ranger CAs to put them on par with other top-tier damage dealers.  Don't force reliance on auto-attack--it's boring.  I like shooting off my CAs.  Putting us back on par with whatever classes are currently at the top of the DPS food chain will give us a role in groups again.  I don't want anything excessive, I just want to see us on par with our Assassin counterparts and the rogues and finger-wigglers.  Heck, give us a little DPS back and I won't mind playing the most expensive class in the game.

2. Fix Stream of Arrows.  Increase the damage and the recast by a large margin.  Make it the Trueshot of EQ2--an ability that actally makes us truly shine for 20 seconds every half hour or so.  Make it worth it's hotbar slot for more than AFK fighting.

3. Return some of our soloing abilities.  Cheap shot is the ONLY non-AA ranger ability that lets a soloist use back attacks.  Before it would let us launch two--now, one is the max.  Cheap shot was fine with it's previous duration and limitations--find me a group that was using Cheap Shot to trivialize fights and you'll truly surprise me.  When it comes to AAs, what is the deal with Point Blank shot?  When it arrived, it was a welcome addition to Cheap Shot.  OMGZ TWO STUNZ!!1 Now, it scarcely serves any purpose after being nerfed three times.  Give it enough duration to allow us to maybe launch one back attack before it breaks, please?  Without having to absolutely max it out?

I understand that the general consensus amongst the devs is that rangers are working as intended (except for needing occasional nerfing to keep our uberness from going to our heads).  However, I urge you to look at the data on Joe Average rangers and compare it to other average top-DPS characters, just one more time.  I've been playing a ranger in Norrath a long, long time--and while I don't have your data, I can feel the malaise.  I find myself keeping on because I love the idea of the ranger, now--rather than because of how much fun they are in practice.

Just one more look, please?  Call me a whiner if you like, but I only whine because I care--about rangers and about EQ2.

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Unread 06-20-2006, 12:06 AM   #118
Gungo

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3 changes i would like to see

1) Cash on delivery mail delivery system.

2) Consignment order system for tradeskillers. Place an order, someone makes the order and sends the item and takes the coin.

3) Meaningful guild housing.

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Unread 06-20-2006, 07:02 AM   #119
Neneth

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Is the issue of server populations being looked into again?
 
I have noticed a severe drop in the numbers of players on my server.
 
It's really difficult to get anything accomplished anymore.
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Unread 06-20-2006, 10:02 PM   #120
Daphaunt

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kill that social agro, u guys started, ...it's ruining the fun i used to have pullling with my mage pet. Is this the way u get folks to start up new classes, so they can get sucked into playing the game longer? U will loose customers, if u don't fix it back the way it was.
 
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