EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Terrors of Thalumbra Beta > General Beta Discussion
Members List Search Mark Forums Read

Notices

Closed Thread
 
Thread Tools
Old 10-21-2015, 10:25 PM   #1
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default Deity Abilities & Feedback and Bugs

Point. But neutral usually means nobody hates you, not everybody hates you Tongue
Mermut is offline  
Old 10-21-2015, 10:50 PM   #2
Bloodguts

Active Member
Bloodguts's Avatar
 
Join Date: Jan 1970
Posts: 2
Default

I know I will ruffle some feathers here but I have to give my honest opinion about these abilities.

These Deity spells are honestly highly unimaginative. Lots of them are just copy/paste except exchanging noxious for elemental or arcane.

The only good one, for someone with a raiding background, would be the one that increases potency by 1% by the summation of your group members potency.

The other ones are negligible and useful only in certain circumstances.

Would have enjoyed something that identifies and represents the God's they are tied to. More along the lines of the previous Deity system.

This system leaves me yearning for an actual AA system with a little more individuality for classes like previous TSO AAS or the first Prestige pages are.

I'm assuming that these new relics are kind of meant to replace the AAs we were supposed to get as a horizontal character progression but are not getting in place of this Deity system, but so far I find it lacking and in need of more distinct abilities/spells and a much easier/reliable system to gather tithe. The amount of quests I did and the monsters I did represented about a 10% and 2% respectively to garner 1 Diety Point. I loathe thinking about having to do an endless grind of monster killing and repetible quests just to have enough deity points to use for 1 single four hour raid night.
Bloodguts is offline  
Old 10-22-2015, 06:26 AM   #3
Elinea

Member
Elinea's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

The interesting thing about the tithe resetting when zoning or logging, is that this wasn't happening earlier in the day. I played one toon for hours, crashed a couple of times, zoned a ton, and nothing reset. Then I logged out for raid, and when I came back, everything had reset to 0.
Elinea is offline  
Old 10-22-2015, 09:18 AM   #4
Ingerimm

Member
Ingerimm's Avatar
 
Join Date: Jan 1970
Posts: 2
Default

Hello Daybreak Team,

a few words about the 3 static choices in the new Deity system.

Point 1 => critical bonus => =>at level 100 = + 100% critical bonus .... ok this one can accept
Point 2 => potency => 1% potency per evel =>at level 100 = + 100% potency .... ok this one can accept
Point 3 => stamina => 5 stamina per level => at level 100 = +500 stamina .... That's not really your serious or?

If I highly expect so requires, you have thousands of tithe points to each level to reach 100 in any of these skills and for 500 stamina? Does it change to 5000 stamina it so 50 stamina per level, then it also makes sense to put in there points.

500 stamina a 30 HP per stamina point = 15000 HP makes in the raid at a maximum of 400% max HP then 5 * 15000 = 75000 HP

on the other hand:

5000 stamina a 30 HP per stamina point = 150000 HP makes in the raid at a maximum of 400% max HP then "5 * 150000 = 750000 HP

This I regard as appropriate to that effort.

Please keep even think about it.

Thank you
Ingerimm is offline  
Old 10-22-2015, 04:25 PM   #5
Uncle

Active Member
Uncle's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

that been changed when I exiled my brig I could not get good deities
Uncle is offline  
Old 10-22-2015, 07:42 PM   #6
flameweaver

Well-Known Member
flameweaver's Avatar
 
Join Date: Jan 1970
Posts: 1
Default

Which suggests (or confirms) that Exiles will be limited to neutral abilities only.
flameweaver is offline  
Old 10-22-2015, 11:48 PM   #7
Jsnappy

Member
Jsnappy's Avatar
 
Posts: n/a
Default

I really hope the Deity Abilities in Beta are only a limited list of abilities we will see. I think these would be more effective if they were tailored around the actual Deity of the player. From a mage perspective, it seems the new Evil Deity Abilities are going to better fit Sorcerers and Summoners (Noxious/Elemental damage) while Good Deity Abilities will be better for the Enchanters (Arcane damage).

The stats are also very low I really hope these do get upgraded from 0.8% damage increases or at least stack when used by multiple players in a raid or group. I don't see much use of these unless the tilthe can upgrade damage effects to lets say 8% damage but don't think a lot of mages are going to be happy with having to betray alignment to maximize DPS from these new abilities. Would be a waste of a potentially really good game mechanic.
 
Old 10-23-2015, 12:21 AM   #8
Arieste

Well-Known Member
Arieste's Avatar
 
Join Date: Jan 1970
Posts: 1
Default

This system looks like it's meant to be a long-term progression mechanism. THis is a good thing, but it also worries me because as an "evil-only" class, I do not have full access to it.

Is there any plan to make it so that ALL classes can betray between evil and good without having to change class in order to have FULL access to this system?

For example, a Warden has access to 100% of the abilities in this system - if a particular Evil item is powerful (or becomes powerful next year), the Good warden can simply become an evil warden and gain access to it. On the other hand, a Mystic can never have access to the evil side abilities as a Mystic would lose their class upon betrayal.

Choosing a class that is betrayal-limited gives absolutely no gameplay bonuses - it is a limitation that was based purely on LORE / RP. I chose a non-betrayable class 11 years ago, long before this system was in place, now I am unable to make full use of this new system because 11 years ago I wanted to be "evil healer".

If betrayal is not being opened up, what is being done to balance the classes that cannot betray to same class? Are they being given any bonus abilities, etc.?
Arieste is offline  
Old 10-23-2015, 06:28 AM   #9
Lucus

Active Member
Lucus's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

mark of the huntress, plaguebringer's curse and flames of anguish are essentially the same ability with the only difference the slight increase in arcane, noxious, physical and elemental damage to the target.

mantle of the prime healer, power of the storm, hate's resolve and envision of will are again essentially the same with only variation being the resist type. those abilities just look like filler to me.

please try to come up with some better abilities. consolidate the increase resist abilities into one ability. as for lifeshield i'd make it like other deathsaves give it a longer duration it's easy to be near death and then be up in high health again. put it upto 5 minutes duration at least.

if you can't come up with good abilities just copy some from the old deity system and make the copies more powerful.

feedback on old deity system:
a pass on the old deity system would be nice, since good seems to have good defensive miracles, neutral has an ok defensive miracle but evil seems to have +10% damage blessings exclusively(i'd make touch of the huntress into a +10% damage boost for 10minutes ability myself)
Lucus is offline  
Old 10-23-2015, 06:46 PM   #10
Errrorr

Well-Known Member
Errrorr's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Feedback on Abilities, and my rating out of 10;

Shared;
Mantle of the Prime Healer/Hate's Resolve/Power of the Storm - Very average looking ability, but if it's going to be another expac of resist checks I can kind of understand where it has come from. However, I sincerely hope content isn't balanced around this being almost a requirement. If killing a mob requires me to have 6 evil people in my group, vs 6 good alligned, then that's a bad design flaw. I'd rather see the ability be +4000 to every resist and neutral, while Mantle/Hate's get reworked. (3/10 - Rising to 6/10 if 1 ability to cover all).

Mark of the Huntress/Flames of Anguish/PlagueBringers Curse - These abilities are all ok in purpose, but as per the above, I still think it could be made into 1 neutral ability, and 1 evil/good ability replaced. Just increase all Physical damage by 0.8% and all magic by 0.5% (Countering the fact you are doing all 3 types vs 1/3) done to the target. 20s Duration seems a tad low too, unless there are going to be a lot of mobs that are 20s dps checks. Duration increases to 45-60s duration would be more worthwhile overall. (5/10 - Rising to 9/10 if Shared)

Good Allignment;
Embodiment of Truth - A self cure seems a total waste of points really. Especially with the amount of self cure items already in game. At the very least, it should also increase max hp by X amount for every dispell for 30s or something. Can't really see this ability ever being a choice apart from maybe the odd soloer who hasn't bought a merc. (2/10)

Grace of Tranquillity - Very similar to the Templar ability that does the same, which is a very rare spell to be cast. If it was changed to be Health And Power, it'd be a lot more worthwhile and viable in my eyes. (2/10 if HP, 5/10 if HP + Mana)

Life Shield - Fair enough as an ability for a death prevent, but I think it could use the duration increasing to maybe 15s. 8s is a relatively small window for an ability with a 2s cast time too. (4/10 Currently, 6/10 with increased duration)

Neutral;
Judication - Like this form of ability. More like it would be good. Perhaps for Crit Chance and Stamina? (9/10)

Tricksters Mockery - Another thumbs up for this one. Should be a suitable boost to abilities using it. (9/10)

Strength of the Heartstone - Again, decent ability. No issues with that. (10/10)

Evil Allignment;
Anasthi's Reaping - Buffs on Death Blow's are average at best. At the very least, can it be changed to apply to the whole group/raid? Max Potency gained from it will be 40, if your whole raid kills 100 mobs. (1/10)

Erosion of Will - Can't see this ever really being used, unless you are giving mobs such high buff packages that they need even more debuffs than normal. Perhaps if it had extra bonuses added to it like debuffing a mobs Haste/DPS/Strikethrough/Reuse. (3/10)

Devastation of War - Untested. No comment.
Errrorr is offline  
Old 10-24-2015, 02:26 AM   #11
Deveryn

Well-Known Member
Deveryn's Avatar
 
Join Date: Jan 1970
Posts: 14
Default

I haven't been able to get my toon on beta yet. I have one simple question: What becomes of existing altars and all the points we put into them?
Deveryn is offline  
Old 10-24-2015, 02:45 AM   #12
Karsa

Member
Karsa's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

the old altar system is still valid and not hindered by the new system.
Karsa is offline  
Old 10-25-2015, 02:48 AM   #13
Ansom

Member
Ansom's Avatar
 
Join Date: Jan 1970
Posts: 1
Default

The ability are pretty disappointing. I have tested some neutral and evil. On my next test i wanna see if some ability remain after a death.

Most of the ability are.. bad. Any system with fix number will be outdated soon.
Ansom is offline  
Old 10-25-2015, 11:16 PM   #14
Kari

Active Member
Kari's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

I am also concerned about the few classes that can not betray to adjust to the difference in power between evil and good deities. I was actually relieved to see that most of the bonuses seem irrelevant, because if any good bonus becomes relevant I have no way to betray and obtain the bonus, unlike other healer classes.
Kari is offline  
Old 10-26-2015, 10:58 PM   #15
Jrel

Active Member
Jrel's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

I have put 3 tithe points into Divine Critical Bonus, but it still says I am at rank 1. Even after zoning.
Jrel is offline  
Old 10-27-2015, 04:09 AM   #16
Nindakin

New Member
Nindakin's Avatar
 
Join Date: Jan 1970
Posts: 1
Default

Devastation of War seems bugged. As far as I can tell it's just a 10s DoT and only does 2-3k damage every second.

As more general feedback, to echo the general sentiment, the majority of these abilities are extremely underwhelming. I'm guessing that at least some of them have been balanced around the fact that they can (presumably) be stacked by a group/raid. Personally speaking I would much rather they be far more powerful but unable to stack from multiple casters. That way people who don't enjoy the grinding aspect associated with these abilities won't feel as compelled to do so to give their group/raid the maximum benefit.

Going through some of the specific abilities:

Mantle of the Prime Healer/Power of the Storm/Hate's Resolve - Remove their ability to stack and increase the resist amount to compensate. I would also add a damage reduction component (around 5%) to their respective damage type to give them some future proofing.

Mark of the Huntress/Flames of Anguish/Plaguebringer's Curse - In addition to removing their stacking ability, the incoming damage value should change based on the tier of the mob these are used on and the duration of the effect should be increased. For example, they could be 50% for solo tier mobs, 15% for heroic, and 5% for epic. As it stands, given the short duration, these abilities are only relevant when heavily stacked in raid situations. I also have no clue why these have a power drain component.

Anashti's Reaping - Remove its ability to stack and have it max in 20 increments. Give it a low chance to proc on the group's combat hits similar to the deathblow prestige abilities.

Erosion of Will - This will never be used in its current state. Add a very high damage component to it, in line with previous damage miracles.

Devastation of War - In addition to being bugged, the description on this is incredibly vague. The damage on this needs to be very high or the ability needs to be reworked entirely. As a possible suggestion, it could function similarly to Shadow.

Embodiment of Truth - This will also never be used in its current state. Have the damage portion match Erosion of Will's and have it give the caster control effect immunity.

Overall, given that all of these abilities require a much higher time investment to purchase compared to the old deity system, they need to be appropriately powerful. As it stands only the passive stat boosts and a few of the neutral abilities are going to see any sort of use outside of extremely specific situations.
Nindakin is offline  
Old 10-27-2015, 06:44 AM   #17
Beee

Member
Beee's Avatar
 
Join Date: Jan 1970
Posts: 2
Default

I will not use the 0,8% debuff spells.:

A single 20 seconds debuff for the cost of 4 points is really to expensive

We could think about it if it would be a 10 min debuff for nameds, but not 20 seconds
Beee is offline  
Old 10-28-2015, 07:02 PM   #18
Raveen

Member
Raveen's Avatar
 
Join Date: Jan 1970
Posts: 2
Default

These should be Miracles Smile I don't think anyone posting here would call them a Deity's Miracle lol I wanna see something worthy of a God bestowed on a player. Like group heals and wards turn into raid wide heals and wards for X amount of seconds. Tanks becoming earth avitars that reflect 50% of dmg back to attacker. You know Godly stuff yes maby even OP. I think people just wanna see a little more outside the box.

A update to current Deity system would be cool too, we scaled out of most the miracles and blessings along time ago.
Raveen is offline  
Old 10-28-2015, 07:21 PM   #19
Kari

Active Member
Kari's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

That kind of power would be a huge blow to evil healers, since there are no evil healing deities.
Kari is offline  
Old 10-28-2015, 08:30 PM   #20
Retrebution

New Member
Retrebution's Avatar
 
Posts: n/a
Default

I think this damage would be fine IF it got changed from single target to a true AoE. The spell is basically a single target castigate. I do agree it should be castable while under controlled effects.
 
Old 10-28-2015, 10:08 PM   #21
Raveen

Member
Raveen's Avatar
 
Join Date: Jan 1970
Posts: 2
Default

It was more of an example good, neutral and evil would all have to get some love. Maby have an evil miracle give a raid wide ae immunity or something that balances the good. I am sure the community could totally help in ideas. I doubt much can be changed at this point but you never know.
Raveen is offline  
Old 10-29-2015, 01:45 AM   #22
ZUES

Well-Known Member
ZUES's Avatar
 
Posts: n/a
Default

Maybe it's me but they all seem a little weak. Not exactly "miracles". But that's just my personal opinion.
 
Old 10-29-2015, 06:22 PM   #23
Therein

Member
Therein's Avatar
 
Posts: n/a
Default


I had the same thoughts. Increasing the values of current miracles/blessings would have had a better outcome than these in their current forms. Just don't feel powerful at all.
 
Old 10-30-2015, 02:55 PM   #24
Omni

New Member
Omni's Avatar
 
Posts: n/a
Default

It feels a little weird to me that as a Qeynos character that follows an evil god, I can't purchase that god's abilities, even though I can still follow him and gain his other abilities at an altar.
 
Old 10-31-2015, 08:17 AM   #25
Loran

Member
Loran's Avatar
 
Posts: n/a
Default

Are we supposed to stop earning tithe points (spending in Deity window), at 10 and not have the xp run into some kind of overflow?
 
Old 10-31-2015, 08:24 AM   #26
Mermut

Well-Known Member
Mermut's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

As far as I know (at least on PvE servers) you can't follow a deity of the opposing alignment and still earn favor and buy their miracles and blessings. Unless they changed it recently..
Mermut is offline  
Old 10-31-2015, 08:28 AM   #27
Iuvili

Member
Iuvili's Avatar
 
Posts: n/a
Default

I have hit the xxxxx/125000 twice now, but no message anywhere about gaining points. Didn't zone, either. What's up with that?
 
Old 11-02-2015, 02:23 AM   #28
Kari

Active Member
Kari's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

I found that my tithe bar would just go back to zero and start over every time I got a point, but I could see the points build up in my deity window. I also stopped getting them after I hit 10 so I had to keep opening the window and assigning points. It would be nice to see a counter or something on the tithe bar.
Kari is offline  
Old 11-02-2015, 02:38 AM   #29
Iuvili

Member
Iuvili's Avatar
 
Posts: n/a
Default

I should have 4 or 5 points now, but I don't have any. Frown
 
Old 11-02-2015, 06:12 PM   #30
Yukinoh

Member
Yukinoh's Avatar
 
Join Date: Jan 1970
Posts: 3
Default

Finding that if I buy multiple copies (up to the limit of 3) of a deity ability, I still only get one cast then all three show back to zero. Abilities don't seem to increase in power per increment purchased, so I assumed it meant "x" number of times to cast said ability? If so, that part isn't working.

(I zoned in between, is it related to the older bug of your deity points resetting to zero whenever you zone?)
Yukinoh is offline  
Closed Thread

Thread Tools

Forum Jump


All times are GMT. The time now is 02:46 PM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.