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Old 06-02-2011, 08:21 PM   #1
Talathion
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They need to be...

90 CM/150 Critical Chance for Spire.

100 CM/160 For Strategist's Stronghold.

110 CM/170 for Tactics.

Difficulty needs Lowered a bit.

 

Heres the problem...

Nobody wants to do the zone... I can't even find a group on AB and i've been looking for hours, I find myself asking people why they don't want to do the zone.

 

1: The Loot Sucks and the zone is very hard! (from a Raider)

2: I don't have enough gear to do or survive the zone! (from a casual)

 

There are not many people like me, i'm probably 10% of the population, but im one of those that have a little raid gear (x2) and the best heroic gear I can get preGU 60.

 

I cannot for the life of me get a group, I made a group and we were crushed, because I did not have an absolutley perfect setup... And now I can't even find the right people because their are alot more people who "Do not" need the gear their and would like to come.

Nobody wants to run these, especially with under geared players, even after nerfs.

 

 

Either nerf the zone... or...

ADD LOOT RAIDERS WANT or Want for alts!, Period, I need people to do these instances.

Heres a small Idea, Add "white slot adornment" effects that can be placed on earrings/bracelets/Armor!

Stuff like: Critical Mitigation +5%/250 Health, Multi-Attack Chance +5%/250 Health, Greater Blood Ritual/250 Health, Stonewill VI/250 Health. ECT ECT

Random War Runes. - 1 Per Zone.
Raid Velium Shards. - 3 Per Zone.
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Old 06-02-2011, 08:35 PM   #2
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Whyd you cross stuff out?

Ideas at the end that were crossed out are supported by the very Gnome of Gnomes himself!

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Old 06-02-2011, 08:44 PM   #3
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Because the ideas are just ideas.

So I crossed them out so you can read the important stuff.

Anyways.

Nobody is running the zones... too hard and I can't find a group because the people who run them or are able to run them mostly (raiders) will only do it with nonpugs, or refuse to do it, because the loot sucks compared to what they can get already!

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Old 06-02-2011, 08:47 PM   #4
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Giving war runes and raid shards are not good idea given that these are raid drops and people won't have the red adornment slots to put them anyways.

As a raider myself, I will not do them with PUGs, I rather do it with people I know and able to chat on Vent. The loot isn't worth it right now anyways so none of us are bored enough to try it yet. 

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Old 06-02-2011, 08:49 PM   #5
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p3t3rl1 wrote:

Giving war runes and raid shards are not good idea given that these are raid drops and people won't have the red adornment slots to put them anyways.

As a raider myself, I will not do them with PUGs, I rather do it with people I know and able to chat on Vent. The loot isn't worth it right now anyways so none of us are bored enough to try it yet. 

The people who DESPERATELY need the loot cannot do the zone without help of atleast 1 or 2 raid players, I can't even form a decent group.

For the difficulty of the zone (being harder then a raid), a RARE war rune drop and velium shards are fair rewards.

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Old 06-02-2011, 08:50 PM   #6
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Livia and Hypatia from the second zone seem ridiculously unrealistic. There is no way in heck a heroic group can beat these, and my group was unable to figure out what causes the tank charm on Hypatia. Incredibly vague and non-existant script clues ftw.

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Old 06-02-2011, 08:51 PM   #7
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the heroic zones are just way too difficult, IMO.

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Old 06-02-2011, 08:52 PM   #8
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Honestly, do you guys think its worth going in there as raiders for loot thats harder to get then EM raid gear and x2 stuff, then going in those heroics and getting gear thats worse then both?!

Some of the best raiders in the game, could not even get past the second boss in Tower of Tactics.

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Old 06-02-2011, 09:23 PM   #9
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[email protected] wrote:

Honestly, do you guys think its worth going in there as raiders for loot thats harder to get then EM raid gear and x2 stuff, then going in those heroics and getting gear thats worse then both?!

Some of the best raiders in the game, could not even get past the second boss in Tower of Tactics.

I've only been in one of the new Drunder zones, so my experience in them is limited.  That said, the difficulty of the zone is not in line with the loot that people have been linking in level chat.  Either the difficulty needs to be toned down drastically, or the loot needs to be improved drastically.

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Old 06-02-2011, 09:47 PM   #10
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Morghus wrote:

Livia and Hypatia from the second zone seem ridiculously unrealistic. There is no way in heck a heroic group can beat these, and my group was unable to figure out what causes the tank charm on Hypatia. Incredibly vague and non-existant script clues ftw.

Ran through the first two zones and they were pritty ok with a well geared group. The loot was not worth it but i'd rather see loot getting improved then mobs getting nerfed.

Hypatia was what finally stopped us, those souls, constant memwipes and charms were just a bit to much. It seemd to have some kind of script because we kept getting a message that we got buffed by the souls and they dissapeared randomly but it was impossible to tell what you were suposed to do.

2nd mob in spire is really fun. Very challanging and fun fight.

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Old 06-04-2011, 06:45 AM   #11
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Remember Halls of Fate? Den of the Devourer? COA? Chelsith? Guk? Palace or Cella?

Remember when Crit was introduced?

See a pattern here? It is new content. It is supposed to be hard. It is not supposed to be cleared in two days from Update. It requires effort, coordination, well balanced groups. In 3 months time it will all be just too easy and everyone will be complaining about not enough challenge.

Yes, the loot is ummmm ordinary, very much so. That is a different issue and could only be resolved by a complete revamp of the progression/loot relationship, which is undoubtedly what is both required and sadly, impossible at this stage so soon after an expac and it's first GU.

Yes also, some of the visual and script clues could be less obtuse but that falls in with making stuff too easy. Perhaps devs should get in the habit of providing clues to strats hidden within the lore etc. That would make things more immersive too.

Take note, devs. You really do need to get that relationship sorted BEFORE you release content. It makes the difference between a good expac and a year of unhappy players. The relationship not only needs to work mechanically but it needs to be communicated so that players know what they need to do to progress. A tweak here and there after release is acceptable. To have a whole series of dungeons empty because there is no reason to go there is a complete waste.

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Old 06-04-2011, 08:02 AM   #12
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[email protected] wrote:

Morghus wrote:

Livia and Hypatia from the second zone seem ridiculously unrealistic. There is no way in heck a heroic group can beat these, and my group was unable to figure out what causes the tank charm on Hypatia. Incredibly vague and non-existant script clues ftw.

Ran through the first two zones and they were pritty ok with a well geared group. The loot was not worth it but i'd rather see loot getting improved then mobs getting nerfed.

Hypatia was what finally stopped us, those souls, constant memwipes and charms were just a bit to much. It seemd to have some kind of script because we kept getting a message that we got buffed by the souls and they dissapeared randomly but it was impossible to tell what you were suposed to do.

2nd mob in spire is really fun. Very challanging and fun fight.

Hypatia got us too (we're raiders geared in full normal mode, 2-5 pieces of challenge mode each, I think).  I think we could have gotten it, it's just that there was this little problem with the damage shield she puts up.  There is exactly zero warning, and though there MIGHT be a trigger, the message across our screens indicate it's not something that we have particular control over.  Problem is that the damage shield goes up the same instant the message appears, and if you don't have your chat window with that text open, it could be significantly afterward, given the multitude of other messages appearing.  Even so, with no warning, it was a pretty guaranteed wipe as a single autoattack cycle would decimate us (keep in mind we're generally swinging for 8-10 swings/cycle on average in our gear).  Through a significant amount of pure luck and an ugly cycle of rezzing, we managed to get her to 10% once, and then she went enraged just before she got the buff, and we wiped ourselves out.

TL;DR - For most encounters, and especially this one, signalling needs to be MUCH better, and advanced warning of at least 3-5 seconds on the damage shield would probably put the fight at doable, though it would likely be an extremely steep hill for non-raiders who managed to get that far.

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Old 06-04-2011, 10:57 AM   #13
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Leovinus wrote:

[email protected] wrote:

Morghus wrote:

Livia and Hypatia from the second zone seem ridiculously unrealistic. There is no way in heck a heroic group can beat these, and my group was unable to figure out what causes the tank charm on Hypatia. Incredibly vague and non-existant script clues ftw.

Ran through the first two zones and they were pritty ok with a well geared group. The loot was not worth it but i'd rather see loot getting improved then mobs getting nerfed.

Hypatia was what finally stopped us, those souls, constant memwipes and charms were just a bit to much. It seemd to have some kind of script because we kept getting a message that we got buffed by the souls and they dissapeared randomly but it was impossible to tell what you were suposed to do.

2nd mob in spire is really fun. Very challanging and fun fight.

Hypatia got us too (we're raiders geared in full normal mode, 2-5 pieces of challenge mode each, I think).  I think we could have gotten it, it's just that there was this little problem with the damage shield she puts up.  There is exactly zero warning, and though there MIGHT be a trigger, the message across our screens indicate it's not something that we have particular control over.  Problem is that the damage shield goes up the same instant the message appears, and if you don't have your chat window with that text open, it could be significantly afterward, given the multitude of other messages appearing.  Even so, with no warning, it was a pretty guaranteed wipe as a single autoattack cycle would decimate us (keep in mind we're generally swinging for 8-10 swings/cycle on average in our gear).  Through a significant amount of pure luck and an ugly cycle of rezzing, we managed to get her to 10% once, and then she went enraged just before she got the buff, and we wiped ourselves out.

TL;DR - For most encounters, and especially this one, signalling needs to be MUCH better, and advanced warning of at least 3-5 seconds on the damage shield would probably put the fight at doable, though it would likely be an extremely steep hill for non-raiders who managed to get that far.

Something is really totally wrong if player in Full Em raid gear and with a bit of hard mode gear are facing difficulties. This is heroic content and apparently the loot is not even designed for raiders.

So we raid : Heroic content with raid like difficulty and loot worst than EM x4.

Wish SOE management as a clearer view on the progression.

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Old 06-04-2011, 11:15 AM   #14
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Leovinus wrote:

[email protected] wrote:

Morghus wrote:

Livia and Hypatia from the second zone seem ridiculously unrealistic. There is no way in heck a heroic group can beat these, and my group was unable to figure out what causes the tank charm on Hypatia. Incredibly vague and non-existant script clues ftw.

Ran through the first two zones and they were pritty ok with a well geared group. The loot was not worth it but i'd rather see loot getting improved then mobs getting nerfed.

Hypatia was what finally stopped us, those souls, constant memwipes and charms were just a bit to much. It seemd to have some kind of script because we kept getting a message that we got buffed by the souls and they dissapeared randomly but it was impossible to tell what you were suposed to do.

2nd mob in spire is really fun. Very challanging and fun fight.

Hypatia got us too (we're raiders geared in full normal mode, 2-5 pieces of challenge mode each, I think).  I think we could have gotten it, it's just that there was this little problem with the damage shield she puts up.  There is exactly zero warning, and though there MIGHT be a trigger, the message across our screens indicate it's not something that we have particular control over.  Problem is that the damage shield goes up the same instant the message appears, and if you don't have your chat window with that text open, it could be significantly afterward, given the multitude of other messages appearing.  Even so, with no warning, it was a pretty guaranteed wipe as a single autoattack cycle would decimate us (keep in mind we're generally swinging for 8-10 swings/cycle on average in our gear).  Through a significant amount of pure luck and an ugly cycle of rezzing, we managed to get her to 10% once, and then she went enraged just before she got the buff, and we wiped ourselves out.

TL;DR - For most encounters, and especially this one, signalling needs to be MUCH better, and advanced warning of at least 3-5 seconds on the damage shield would probably put the fight at doable, though it would likely be an extremely steep hill for non-raiders who managed to get that far.

We were running into the same issue as well, and are about as equally (maybe a little less) geared. The first damage shield seems to be timed right after the first curse. If you back out then you should miss it. The thing that was killing us the charm. It hit our tank every time and we could not figure out exactly what was triggering it. We figured it had to do with some combination of adds being up being down, etc... but we weren't able to find the right combination. We also so the issues with souls imbuing but there were no buffs applied to us that we could see (from spell effects). I think we could have figured it out if it wasn't for the charm...

Maybe there's just a special trick to mobs with "Envy" adds. We were having similar problems with the x2 fight that also calls in envy adds that seemed to have no signalling and extreme damage.

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Old 06-04-2011, 01:27 PM   #15
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This zone requied ry'gor armor or better. Give a try to the first zone, took 3h for clean the zone, we got 5 legendary craps. Wast of time. This zone should drop one fabled every times considering it's the top teir. It requierd a lot compared to easy teir raid, and all this for just junk it's rude. Why not put legendary gear drop in raid zone while your at it ? Beside that this zone is clearly not pic up group friendly. Yes all zone was like that, Umbral Hall final name was pain at start, then now it's so easy... No way to not just try to do thing right ? Why alway go to : "full too hard" to : "full too easy" ? i got lucky to pug clear almost all DoV when they was hard, and i really dont understand why put thing so hard at start for end to destroy them making them so easy. Perhaps the first responssible is the difference of power from top raider compared to top casual player... that range shoundn't be so huge. Due to that range you cant offer challange to both in single shot. Have you seriously tried to play to everquest 2 outside of raiding guild ? there is nothing to do than sit for hour and auction for lfg. And when you have cleared kael, then you clearly only have drunder to do, and in lfg it's like log seek group do nothing for hour and leave. The game have nothing to offer to hardcore casual player. Considering craft is maxed on all skill since years, quest are outdated with no reward. GU60 was full of nothing. 2 days after starting to log and ... nothing to do again.
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Old 06-04-2011, 03:14 PM   #16
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The entire zone should drop fabled heroic gear only like raids.

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Old 06-04-2011, 04:05 PM   #17
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Eh, we cleared the 3rd zone last night and we got 4 exquisite chests out of 5 nameds. Seemed fair enough to me. The loot is right below easy mode raid loot.

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Old 06-04-2011, 04:59 PM   #18
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Spires/Strategist's stronghold need better loot, IMO.

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Old 06-04-2011, 10:56 PM   #19
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Lathain_Sarathai wrote:

This zone requied ry'gor armor or better. Give a try to the first zone, took 3h for clean the zone, we got 5 legendary craps. Wast of time. This zone should drop one fabled every times considering it's the top teir. It requierd a lot compared to easy teir raid, and all this for just junk it's rude. Why not put legendary gear drop in raid zone while your at it ? Beside that this zone is clearly not pic up group friendly. Yes all zone was like that, Umbral Hall final name was pain at start, then now it's so easy... No way to not just try to do thing right ? Why alway go to : "full too hard" to : "full too easy" ? i got lucky to pug clear almost all DoV when they was hard, and i really dont understand why put thing so hard at start for end to destroy them making them so easy. Perhaps the first responssible is the difference of power from top raider compared to top casual player... that range shoundn't be so huge. Due to that range you cant offer challange to both in single shot. Have you seriously tried to play to everquest 2 outside of raiding guild ? there is nothing to do than sit for hour and auction for lfg. And when you have cleared kael, then you clearly only have drunder to do, and in lfg it's like log seek group do nothing for hour and leave. The game have nothing to offer to hardcore casual player. Considering craft is maxed on all skill since years, quest are outdated with no reward. GU60 was full of nothing. 2 days after starting to log and ... nothing to do again.

Offering content to various population is easy, wow did it 5-6 years ago. It was called heroic mode versus normal mode. Each heroic instance could have Easy, Moderate and difficult mode. Doing it would take almost no time (compared to the time to design an encounter). Script would be the same, but crit bonus and crit malus and mobs hp/dps simply would be adjusted, and the loot too. 

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Old 06-05-2011, 07:57 AM   #20
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[email protected] wrote:

Lathain_Sarathai wrote:

This zone requied ry'gor armor or better. Give a try to the first zone, took 3h for clean the zone, we got 5 legendary craps. Wast of time. This zone should drop one fabled every times considering it's the top teir. It requierd a lot compared to easy teir raid, and all this for just junk it's rude. Why not put legendary gear drop in raid zone while your at it ? Beside that this zone is clearly not pic up group friendly. Yes all zone was like that, Umbral Hall final name was pain at start, then now it's so easy... No way to not just try to do thing right ? Why alway go to : "full too hard" to : "full too easy" ? i got lucky to pug clear almost all DoV when they was hard, and i really dont understand why put thing so hard at start for end to destroy them making them so easy. Perhaps the first responssible is the difference of power from top raider compared to top casual player... that range shoundn't be so huge. Due to that range you cant offer challange to both in single shot. Have you seriously tried to play to everquest 2 outside of raiding guild ? there is nothing to do than sit for hour and auction for lfg. And when you have cleared kael, then you clearly only have drunder to do, and in lfg it's like log seek group do nothing for hour and leave. The game have nothing to offer to hardcore casual player. Considering craft is maxed on all skill since years, quest are outdated with no reward. GU60 was full of nothing. 2 days after starting to log and ... nothing to do again.

Offering content to various population is easy, wow did it 5-6 years ago. It was called heroic mode versus normal mode. Each heroic instance could have Easy, Moderate and difficult mode. Doing it would take almost no time (compared to the time to design an encounter). Script would be the same, but crit bonus and crit malus and mobs hp/dps simply would be adjusted, and the loot too. 

Correct.

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Old 06-05-2011, 09:00 AM   #21
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[email protected] wrote:

Lathain_Sarathai wrote:

This zone requied ry'gor armor or better. Give a try to the first zone, took 3h for clean the zone, we got 5 legendary craps. Wast of time. This zone should drop one fabled every times considering it's the top teir. It requierd a lot compared to easy teir raid, and all this for just junk it's rude. Why not put legendary gear drop in raid zone while your at it ? Beside that this zone is clearly not pic up group friendly. Yes all zone was like that, Umbral Hall final name was pain at start, then now it's so easy... No way to not just try to do thing right ? Why alway go to : "full too hard" to : "full too easy" ? i got lucky to pug clear almost all DoV when they was hard, and i really dont understand why put thing so hard at start for end to destroy them making them so easy. Perhaps the first responssible is the difference of power from top raider compared to top casual player... that range shoundn't be so huge. Due to that range you cant offer challange to both in single shot. Have you seriously tried to play to everquest 2 outside of raiding guild ? there is nothing to do than sit for hour and auction for lfg. And when you have cleared kael, then you clearly only have drunder to do, and in lfg it's like log seek group do nothing for hour and leave. The game have nothing to offer to hardcore casual player. Considering craft is maxed on all skill since years, quest are outdated with no reward. GU60 was full of nothing. 2 days after starting to log and ... nothing to do again.

Offering content to various population is easy, wow did it 5-6 years ago. It was called heroic mode versus normal mode. Each heroic instance could have Easy, Moderate and difficult mode. Doing it would take almost no time (compared to the time to design an encounter). Script would be the same, but crit bonus and crit malus and mobs hp/dps simply would be adjusted, and the loot too. 

They did this with Guk:Spire last expansion, and though I haven't done it, I suspect similarly with Temple of RZ on release.  The only problem is that they also made all the mobs epic x2s so control effects became more or less useless (for the former at least).  Which caused the difficulty to ramp far more than it was probably intended, though who knows, maybe it was intended to be so rarely utilized in that form.

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Old 06-05-2011, 12:16 PM   #22
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I'm doing Spire of Rage again, and honestly I feel like I take less damage main tanking raid mobs. Groups of 3 mobs that ae on inc with a massive debuff, then stifle, and all ae auto for 6k a swing on my guard with 13k mit make me laugh. Especially when they agro from 50 feet away and ae the group.

Edit: I just can't see where your target audiences are for the Drunder content. I just don't understand anything about where you are going. All of Drunder has too much hp, especially the heroic content. The raid content hp has a complete lack of consideration for the fact that things in encounters severly detract from your dps (Sullon Zek is a great example, so much going on in the encounter that destroys your dps yet the mobs have a ridiculous amount of hp, not to mention regular ae's that hit harder then red text ae's you are supposed to joust).

Gear progression is great. I don't mind the system. It is bland, War Runes need to work on more slots, and have heroic versions. but it works. However, for it to work, the content has to fall in that line too. It doesn't. At all. Not even close. Drunder is silly. No one that would use that gear is going to clear any of the zones. That goes all the way up to the easy raid zone. For you to have what it takes to do these zones the loot is useless to you, because the zones are too hard for you to be able to do it without better loot.

You can't just buff up the loot, because then you break the system. All of Drunder needs to come down to be in line. And it isn't crit mit and crit avoidance, it is the mobs potency and auto attack mods. Those are too high, and the mobs hp makes it take too long.

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Old 06-05-2011, 01:54 PM   #23
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wonder why other players demanding hard challenging heroic zones, and now these complaining about too hard.

raiders dont often go there or even to use heroic zones for the loots that is way undergeared than what they have???

now that talk about having ghost town zones..., problem with LFG and no one want to do pug.

causal players just want quests get done, not abandoned with unfinished stages of updates.

if i was programmer, i shouldnt put quests in hard mode zones, it all about the loots..........

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Old 06-05-2011, 02:25 PM   #24
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slippery wrote:

I'm doing Spire of Rage again, and honestly I feel like I take less damage main tanking raid mobs. Groups of 3 mobs that ae on inc with a massive debuff, then stifle, and all ae auto for 6k a swing on my guard with 13k mit make me laugh. Especially when they agro from 50 feet away and ae the group.

Edit: I just can't see where your target audiences are for the Drunder content. I just don't understand anything about where you are going. All of Drunder has too much hp, especially the heroic content. The raid content hp has a complete lack of consideration for the fact that things in encounters severly detract from your dps (Sullon Zek is a great example, so much going on in the encounter that destroys your dps yet the mobs have a ridiculous amount of hp, not to mention regular ae's that hit harder then red text ae's you are supposed to joust).

Gear progression is great. I don't mind the system. It is bland, War Runes need to work on more slots, and have heroic versions. but it works. However, for it to work, the content has to fall in that line too. It doesn't. At all. Not even close. Drunder is silly. No one that would use that gear is going to clear any of the zones. That goes all the way up to the easy raid zone. For you to have what it takes to do these zones the loot is useless to you, because the zones are too hard for you to be able to do it without better loot.

You can't just buff up the loot, because then you break the system. All of Drunder needs to come down to be in line. And it isn't crit mit and crit avoidance, it is the mobs potency and auto attack mods. Those are too high, and the mobs hp makes it take too long.

^ the loot is also bad though :/

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Old 06-05-2011, 02:39 PM   #25
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slippery wrote:

I'm doing Spire of Rage again, and honestly I feel like I take less damage main tanking raid mobs. Groups of 3 mobs that ae on inc with a massive debuff, then stifle, and all ae auto for 6k a swing on my guard with 13k mit make me laugh. Especially when they agro from 50 feet away and ae the group.

Edit: I just can't see where your target audiences are for the Drunder content. I just don't understand anything about where you are going. All of Drunder has too much hp, especially the heroic content. The raid content hp has a complete lack of consideration for the fact that things in encounters severly detract from your dps (Sullon Zek is a great example, so much going on in the encounter that destroys your dps yet the mobs have a ridiculous amount of hp, not to mention regular ae's that hit harder then red text ae's you are supposed to joust).

Gear progression is great. I don't mind the system. It is bland, War Runes need to work on more slots, and have heroic versions. but it works. However, for it to work, the content has to fall in that line too. It doesn't. At all. Not even close. Drunder is silly. No one that would use that gear is going to clear any of the zones. That goes all the way up to the easy raid zone. For you to have what it takes to do these zones the loot is useless to you, because the zones are too hard for you to be able to do it without better loot.

You can't just buff up the loot, because then you break the system. All of Drunder needs to come down to be in line. And it isn't crit mit and crit avoidance, it is the mobs potency and auto attack mods. Those are too high, and the mobs hp makes it take too long.

I hope you meant that it isn't JUST the crit mit and crit avoid, since to get the requisite crit and crit mit, you actually still need challenge mode gear.  I very, very much agree on the heroic progression though, while it wasn't so bad for my group (till the soul mob in Drunder2), my group isn't the target audience, we're raiders with a bit of hardmode progression.

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Old 06-06-2011, 12:28 PM   #26
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Damage and crit bonus are coming down tomorrow with hotfix. Here are new numbers. Also reduced overall damage.

  • Spire of Rage - 120% Critical Bonus[90 additional +30 innate]and 110% Critical Avoidance.
  • Strategist’s Stronghold - 130% Critical Bonus [100 additional +30 innate] and 120% Critical Avoidance.
  • Tower of Tactics - 140% Critical Bonus[110 additional +30 innate] and 130% Critical Avoidance.
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Old 06-06-2011, 12:47 PM   #27
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Kander wrote:

Damage and crit bonus are coming down tomorrow with hotfix. Here are new numbers. Also reduced overall damage.

  • Spire of Rage - 120% Critical Bonus[90 additional +30 innate]and 110% Critical Avoidance.
  • Strategist’s Stronghold - 130% Critical Bonus [100 additional +30 innate] and 120% Critical Avoidance.
  • Tower of Tactics - 140% Critical Bonus[110 additional +30 innate] and 130% Critical Avoidance.

Awesome!

I'm curious though, will this change the damage output of the mobs if your group already had 140% crit mit in Spire of Rage for example? I mean as of now, with max crit mit for these zones, the mobs still end up 1shotting one or two members of the group when they auto aggro from 50+ meters away...

Edit: actually, I'm an idiot and read your sticky post which did not include the "Also reduced overall damage" part, and then quoted your post here without actually reading it. Sorry! I think that answers my own question though.

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Old 06-06-2011, 01:17 PM   #28
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I think there should be one or two heroic instances that are really hard and require raid gear, as long as there is a piece or two of gear that people really want and are nice upgrades, along the lines of Guk 4 HM.  But it should be the minority of zones, not the majority. 

The majority of heroic zones should be designed for the casual gamer.  Heck, I really miss the zones that you can take any odd group- where you didn't necessarily need the tank/healer/bard/chanter/dps.  The most fun I had doing instances in TSO were all healer groups for instance.  All mage groups were fun too.

It's a game and should be more about fun than about having to work to put together gear.  I like playing alts, but I can't realistically gear all my alts to run in these zones.  

People SAY they want a challenge.  But realistically, what zones are being run?  Pools and Ascent.  They are easy, short zones.  It doesn't matter how many hard zones are in the game, people are still going to run Pools and Ascent.

It's good to see that the new zones are being looked at.  But, I still have an issue that there's not a truely casual zone for a small group- crystal caverns is easy for a decently geared group, but it's not going to be doable for 3 casual players.  The community and developers are going to have to accept the possibility of people soloing a zone in order for 3-4 casual, poorly geared players to get together and have a fun evening where they can get some gear.  Those casuals can't even go to SF, which is in the same tier, because all the gear has been obsoleted with the gear changes. 

There's too many issues to really be addressed and the more I read the forums the more frustrated I get.  At least these changes Kander posted are going to make the Drunder zones doable by more people.  I still think there are too many top end heroic zones compared to lower end heroic zones, but I generally run zones for fun not for gear.  Making it all about gear makes it unfun.

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Old 06-06-2011, 02:26 PM   #29
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Look like a huge change, i hope it will not make it too easy. Was hopping a bump in loot, some challange for pug was good. Beside the zone was too long.

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Old 06-06-2011, 06:43 PM   #30
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You do all know the loot from these zones can be changed into bricks and other things (by a crafter with the recipes), which are then used to make gear that is better than Ry'Gorr?

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