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  • super big changes to mass kiting

    super big changes to mass kiting and other things.

    Read here

    With our February Update, we have a number of significant changes coming to EverQuest that we want to discuss with you. These changes include granting a significant number of AA to all Gold Members, as well as some changes to a number of abilities that are currently contributing to poor server performance. We wanted to present them in advance so you have an opportunity to let us know your thoughts before the changes go live.

    AA Grant for Gold Members

    One of the consistent points of feedback we have received from both existing and returning players to EverQuest is that the massive numbers of Alternate Abilities that are available in game can create a barrier for some players to progress their characters. Over the last several years, we’ve polled players in game and engaged in discussions on this topic on the forums and at live events.

    After carefully considering your feedback and weighing our options, our current plan is to grant all AAs up to four expansions behind the current expansion. This will allow players to quickly get up to speed without completely eliminating the need to invest time in their character. Currently this will bestow the AAs up to Underfoot, but when we publish our next expansion, characters will receive the House of Thule AAs. Note that accounts must be Gold (after the membership changes, SOE All Access) to receive the auto-granted AAs and other requirements such as character level and pre-requisite abilities must also be met.

    Ability and Spell Changes

    In addition to the above changes, we’re also considering a number of changes to spells and abilities that allow for killing excessive amounts of NPCs simultaneously. The reasoning has to do with the ways that these abilities are used and how they are negatively impacting other players’ experiences and server performance. In order to more fully explain these changes, let’s turn this over to a few members of the Development Team.
    Xislaben The Rising Sun

    My Dead Things

  • #2
    Gonna be a whole lot of pissed off swarmers.

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    • #3
      kaenneth - Augur
      I noticed the Necromancer pet-ae line wasn't mentioned.

      This post made me LOL a little. I don't remember every swarming experience mobs with the pet ae blasts. I only ever used it for grey faction farming. It seems to me that the timer on that AE blast is so large that it would be next to useless in any experience gaining situations anyways. That many blue mobs would eat the pet.. or me... fairly quickly.

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      • #4
        Originally posted by Hayzeus View Post
        kaenneth - Augur
        I noticed the Necromancer pet-ae line wasn't mentioned.

        This post made me LOL a little. I don't remember every swarming experience mobs with the pet ae blasts. I only ever used it for grey faction farming. It seems to me that the timer on that AE blast is so large that it would be next to useless in any experience gaining situations anyways. That many blue mobs would eat the pet.. or me... fairly quickly.
        Never even used it myself. If I'm farming grays I use our Aura and swarm pets as my ghetto AE. People are dumb.

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        • #5
          For once necro aren't on the hit list. but I'm sure we will come around again.
          Solithan

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          • #6
            SOE has destroyed EQ as we know it..

            Sad to say they have wrecked the integrity of this game with the bombardment of these changes all at once. Especially the 4000 AA auto-grant if it goes live the way it is.

            I Don't even feel to log in anymore until I see exactly what is being done with this AA handout amongst the many other nerfs, some to classes that have nothing to do with the latest hyper lag issue caused by pulling 200 mobs by a certain other class ..


            Maybe they want to kill the game to concentrate on EQN.
            But it will not work out the way they think, as few if any will really play that new version of EQ1..

            It will probably be another Rift sideshow, where within 6 months most quit when the novelty wears off.

            Rant over..

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            • #7
              They posted again today with the updated changes. the auto-grant AA are going to be opt-in eva a check box on the AA screen.

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              • #8
                I don't understand the whole "don't give the granted aa's" crowd. Who gives a flying fuck if so and so gets 4K aa's and a lvl 85 toon when you earned them the hard way??? How does it affect that crowd one bit? I've earned 30K worth of aa's over my 4 toons and I could care less. I say bring it on and let more people join the ranks. Hell it will help me figure out a different class once I've done what I want with the current one.

                I'm happy that they're doing this and I might actually buy the new expansion for the changes.

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                • #9
                  Originally posted by Filter View Post
                  I don't understand the whole "don't give the granted aa's" crowd. Who gives a flying fuck if so and so gets 4K aa's and a lvl 85 toon when you earned them the hard way??? How does it affect that crowd one bit? I've earned 30K worth of aa's over my 4 toons and I could care less. I say bring it on and let more people join the ranks. Hell it will help me figure out a different class once I've done what I want with the current one.

                  I'm happy that they're doing this and I might actually buy the new expansion for the changes.
                  Agree!

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                  • #10
                    Necromancer
                    The Necrotic Pustules line was not changed because it already has a proc limit.

                    Well we dodged a bullet there now didn't we, cant believe they were thinking of nerfing this spell.

                    Because nobody uses that worthless spell!

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                    • #11
                      Originally posted by Siddar View Post
                      Necromancer
                      The Necrotic Pustules line was not changed because it already has a proc limit.

                      Well we dodged a bullet there now didn't we, cant believe they were thinking of nerfing this spell.

                      Because nobody uses that worthless spell!
                      Shit, let them nerf it, then we might not get something actually useful tinkered with.

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                      • #12
                        I've always considered the time invested in my character to be a strength of EQ, and definitely was a "hook" for a long time(it's hard to abandon/quit something you put so much time into).

                        Every character across several games since and between EQ stints(recently) has felt disposable. EQ has always been different, EQ2 was a huge investment of time and "effort" as well, and I saw it as a positive. This is a bad change IMO.


                        Rifting sucked, back for more.

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                        • #13
                          Can anyone have a look at the spell data for our Death's Malaise AA because it's looking like they're stealth nerfing it.

                          Instead of coming out and saying it... here is what appears in the test patch notes

                          https://forums.station.sony.com/eq/i...-12-14.208081/

                          "- Necromancer - Corrected effect caps that caused Death's Malaise to have unintended results."

                          Looking at the spell changes on test, here are the notes for Death's Malaise (I assume each one represents a specific rank of the AA).

                          Death's Malaise:
                          - Slot 2 changed from 'Decrease Melee Haste by 75%' to 'Decrease Melee Haste by 30%'
                          - Description changed from 'Reduces undead target's melee speed by 25 percent for up to 6m 30s (65 Ticks).' to 'Reduces undead target's melee speed by 70 percent for up to 6m 30s (65 Ticks).'

                          Death's Malaise:
                          - Slot 2 changed from 'Decrease Melee Haste by 75%' to 'Decrease Melee Haste by 35%'
                          - Description changed from 'Reduces undead target's melee speed by 25 percent for up to 6m 30s (65 Ticks).' to 'Reduces undead target's melee speed by 65 percent for up to 6m 30s (65 Ticks).'

                          Death's Malaise:
                          - Slot 2 changed from 'Decrease Melee Haste by 75%' to 'Decrease Melee Haste by 40%'

                          Given that most slows land "partially," this should mean that our typical slow will drop from 37.5% down to 20%. Almost half as effective.

                          What I don't understand is the discrepancies in the descriptions? The slot 2 data says they're being changed from 75% down to 30,35,40%, but the descriptions are indicating that they're changing from 25% up to 65-75%. So I'm confused as to what exactly is occuring here, and I would definitely appreciate some other eyes looking at it.

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                          • #14
                            Ha I just posted that before checking this reply.

                            Yeah, test has a change to the AA slow. I haven't heard from any devs, but I assume the AA slow was not being mitigated, giving us the full 70% slow, instead of some % of 70%.

                            Anybody with the AA on live could check by casting it on an undead NPC and seeing if they don't get a 'partially successful' message. I never bought the AA because we have a very old spell that works fine.
                            Xislaben The Rising Sun

                            My Dead Things

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                            • #15
                              i use the aa slow all the time, i cant remember ever NOT seeing the partially effected message

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